[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x + y, x - y, x * y, x / y);
}

[test]
draw quad
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x % y, +x, -x, y / x);
}

[test]
draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 42;
    int y = 5;

    return float4(x / y, -x / y, x / -y, -x / -y);
}

[test]
draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 42;
    int y = 5;

    return float4(x % y, -x % y, x % -y, -x % -y);
}

[test]
draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 45;
    int y = 5;

    return float4(x / y, -x / y, x / -y, -x / -y);
}

[test]
draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 45;
    int y = 5;

    return float4(x % y, -x % y, x % -y, -x % -y);
}

[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
    int x = 1;
    int y = 0;

    return x / y;
}

[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
    int x = 1;
    int y = 0;

    return x % y;
}

[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)


[require]
shader model >= 4.0

[pixel shader]
float4 main() : SV_TARGET
{
    int x = -2147483648;
    int y = -1;

    return x / y;
}

[test]
draw quad
if(sm<6)  probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)


[pixel shader]
float4 main() : sv_target
{
    int2 x = {5, 15};
    int2 y = {2, 5};
    int2 z = {3, 8};

    return float4(x / y, z % y);
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)
