[pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = +a.x; float y = a.y; return float4(x + y, x - y, x * y, -y); } [test] uniform 0 float4 0.05 0.15 0.0 0.0 draw quad probe (0, 0) rgba (0.20, -0.10, 0.0075, -0.15) 1 % 1.x has no division or modulo. [pixel shader notimpl(sm<2)] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x / y, -x / y, x / -y, -x / -y); } [test] uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe (0, 0) rgba (8.4, -8.4, -8.4, 8.4) 16 [pixel shader fail(sm<2)] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16 [pixel shader fail(sm<2)] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 45.0 5.0 0.0 0.0 draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm<2)] float4 x, y; float4 main() : sv_target { return x % y; } [test] uniform 0 float4 5.0 -42.1 4.0 45.0 uniform 4 float4 15.0 -5.0 4.1 5.0 draw quad probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6 [pixel shader notimpl(sm<2)] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return x / y; } [test] uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99) % d3dx9/d3dcompiler < 41 does not have mad(). [pixel shader fail(sm<2)] uniform float4 a, b, c; float4 main() : sv_target { return mad(a, b, c); } [test] uniform 0 float4 1.00000007 -42.1 4.0 45.0 uniform 4 float4 1.625 -5.0 4.125 5.0 uniform 8 float4 1.00000007 -1.0 0.5 -0.5 draw quad probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1 % precise mad() is not allowed to fuse, even though unfused is less precise. [pixel shader fail(sm<2)] uniform float4 a, b, c; float4 main() : sv_target { precise float4 ret = mad(a, b, c); return ret; } [test] uniform 0 float4 1.00000007 -42.1 4.0 45.0 uniform 4 float4 1.625 -5.0 4.125 5.0 uniform 8 float4 1.00000007 -1.0 0.5 -0.5 draw quad probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1 [require] shader model >= 5.0 float64 [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 double2 7.5 -2.5 todo(sm<6) draw quad probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0) [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return x * y; } [test] uniform 0 double2 3.0e-300 2.5e300 todo(sm<6) draw quad probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5) % Note: DXC does not support modulo on doubles. [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return x / y; } [test] uniform 0 double2 1.5e300 2.0e299 todo(sm<6) draw quad probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5) [pixel shader todo] uniform double2 a, b, c; float4 main() : sv_target { return float4(fma(a, b, c), 0, 0); } [test] uniform 0 double2 1.00000007 -42.1 uniform 4 double2 1.625 -5.0 uniform 8 double2 1.00000007 -1.0 todo(sm<6) draw quad probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0) % Test result when instructions might be removed because they are identities such as (+0) or (*1). [pixel shader] float4 a; float4 main() : sv_target { float4 zero = {0, 0, 0, 0}; float4 one = {1, 1, 1, 1}; return a + zero + a * one + zero * one; } [test] uniform 0 float4 0.2 0.3 9.1 3.2 draw quad probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4) [rtv 0] format r32g32b32a32-uint size (2d, 640, 480) [pixel shader todo] uniform double2 a, b, c, d; % Return bool4 to ensure that non-trivial destination swizzling happens on the % DLT instruction, rather than on the instruction to convert the result. bool4 main() : SV_TARGET { bool2 first = a < b; bool2 second = c < d; return bool4(first.x, second.x, second.y, first.y); } [test] uniform 0 double2 1.0 3.0 uniform 4 double2 2.0 4.0 uniform 8 double2 5.0 7.0 uniform 12 double2 6.0 8.0 todo(sm<6) draw quad if(sm<6) probe (0, 0) rgbaui(0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff) if(sm>=6) probe (0, 0) rgbaui(1, 1, 1, 1) uniform 0 double2 1.0 4.0 uniform 4 double2 2.0 3.0 uniform 8 double2 5.0 8.0 uniform 12 double2 6.0 7.0 todo(sm<6) draw quad if(sm<6) probe (0, 0) rgbaui(0xffffffff, 0xffffffff, 0, 0) if(sm>=6) probe (0, 0) rgbaui(1, 1, 0, 0) uniform 0 double2 1.0 4.0 uniform 4 double2 2.0 3.0 uniform 8 double2 6.0 7.0 uniform 12 double2 5.0 8.0 todo(sm<6) draw quad if(sm<6) probe (0, 0) rgbaui(0xffffffff, 0, 0xffffffff, 0) if(sm>=6) probe (0, 0) rgbaui(1, 0, 1, 0) [require] shader model >= 6.2 native-16-bit [pixel shader] uniform half4 u; float4 main() : sv_target { half n = -1.5, m = 65504.0; return float4(u.x + n, u.y + m, u.z + n, u.w + m); } [test] uniform 0 uint 0 uniform 1 uint 0x41804180 % 2.75 2.75 draw quad probe (0, 0) rgba(-1.5, 65504.0, 1.25, 65504.0) [pixel shader] uniform half4 u; float4 main() : sv_target { half n = -1.5, m = 5.5; return float4(u.x * n, u.y * m, u.z * n, u.w * m); } [test] uniform 0 uint 0xc1004300 % 3.5 -2.5 uniform 1 uint4 0x3800c480 % -4.5 0.5 draw quad probe (0, 0) rgba(-5.25, -13.75, 6.75, 2.75) [pixel shader] uniform half4 u; float4 main() : sv_target { half n = 65504.0, m = -0.5; return float4(u.x / n, u.y / m, u.z / n, u.w / m); } [test] uniform 0 uint 0x4280e3ff % -1023.5 3.25 uniform 1 uint 0xc7803000 % 0.125 -7.5 draw quad probe (0, 0) rgba(-0.0156173706, -6.5, 1.90734863e-06, 15.0) 1