[pixel shader]
uniform float4 x;
uniform float4 y;

float4 main() : SV_TARGET
{
    return ldexp(x, y);
}

[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 0.0 -10.0 10.0 100.0
draw quad
probe (0, 0) rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2


[pixel shader]
uniform int4 x;
uniform int4 y;

float4 main() : SV_TARGET
{
    return ldexp(x, y);
}

[test]
if(sm<4) uniform 0 float4 2 3 4 5
if(sm<4) uniform 4 float4 0 -10 10 100
if(sm>=4) uniform 0 int4 2 3 4 5
if(sm>=4) uniform 4 int4 0 -10 10 100
draw quad
probe (0, 0) f32(2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2

[pixel shader]
float4 main() : sv_target
{
    float2x3 a = {1, 2, 3, 4, 5, 6};
    float3x2 b = {6, 5, 4, 3, 2, 1};

    float2x2 r = ldexp(a, b);
    return float4(r);
}

[test]
draw quad
probe (0, 0) rgba (64.0, 64.0, 64.0, 40.0)


[pixel shader fail]
float4 main() : sv_target
{
    float2x2 a = {1, 2, 3, 4};
    float1 b = {2};

    ldexp(a, b);
    return 0;
}
