[pixel shader] uniform float2 u; float4 main() : sv_target { return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1)); } [test] uniform 0 float4 0.7 -0.1 0.0 0.0 draw quad probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0) [pixel shader] uniform float4 u; float4 main() : sv_target { float3 a = float3(-0.1, 0.2, 0.3); return float4(max(u.xy, u.zw), max(a, u.xy)); } [test] uniform 0 float4 0.7 -0.1 0.4 0.8 draw quad probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2) [pixel shader] float4 main() : sv_target { float2x3 a = {1, 2, 3, 4, 5, 6}; float3x2 b = {6, 5, 4, 3, 2, 1}; float2x2 r = max(a, b); return float4(r); } [test] draw quad probe (0, 0) rgba (6.0, 5.0, 4.0, 5.0) [pixel shader fail] float4 main() : sv_target { float2x2 a = {1, 2, 3, 4}; float4 b = {4, 3, 2, 1}; max(a, b); return 0; } [pixel shader] uniform float2 u; float4 main() : sv_target { return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2)); } [test] uniform 0 float4 0.7 -0.1 0.0 0.0 draw quad probe (0, 0) rgba (-0.1, 2.0, 1.0, -2.0) [pixel shader] uniform float4 u; float4 main() : sv_target { float3 a = float3(-0.2, 0.2, 0.3); return float4(min(u.xy, u.zw), min(a, u.xy)); } [test] uniform 0 float4 0.7 -0.1 0.4 0.8 draw quad probe (0, 0) rgba (0.4, -0.1, -0.2, -0.1) [require] shader model >= 4.0 [rtv 0] format r32g32b32a32-uint size (2d, 640, 480) [pixel shader] uniform uint2 u; uint4 main() : sv_target { return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2)); } [test] uniform 0 uint4 1 2 0 0 todo(glsl) draw quad probe (0, 0) rgbaui (2, 1, 2, 1) [rtv 0] format r32g32b32a32-sint size (2d, 640, 480) [pixel shader todo] uniform int2 u; int4 main() : sv_target { return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2)); } [test] uniform 0 int4 -1 -2 0 0 todo(sm<6) draw quad probe (0, 0) rgbai (-1, -2, -1, -2)