[require]
shader model >= 4.0

[pixel shader]
uniform float f;
uniform int i;
uniform uint u;
uniform float h;

float4 main() : sv_target
{
    uint4 ret;

    ret.x = asint(f);
    ret.y = asint(i);
    ret.z = asint(u);
    ret.w = asint((half)h);
    return ret;
}

[test]
uniform 0 int4 123 0xc00000 456 0x7fd69345
todo(glsl) draw quad
probe (320,240) rgba (123.0, 12582912.0, 456.0, 2144768896.0)

[pixel shader]
uniform float2x2 m;
uniform float4 v;

float4 main() : sv_target
{
    return float4(asint(m)[0][1], asint(v).y, 0, 0);
}

[test]
uniform 0 int4 11 12 0 0
uniform 4 int4 13 14 0 0
uniform 8 int4 20 21 22 23
todo(glsl) draw quad
probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)


[pixel shader fail]

float4 main() : sv_target
{
    bool b = true;

    return asint(b);
}


[pixel shader fail]

float4 main() : sv_target
{
    double d = 1.0;

    return asint(d);
}