[pixel shader]
float3x2 mat;

float4 main() : sv_target
{
    return mat._21_31_11_12;
}

[test]
uniform 0 float4 11 21 31 -1
uniform 4 float4 12 22 32 -1
todo(glsl) draw quad
probe (0, 0) rgba (21.0, 31.0, 11.0, 12.0)


[pixel shader]
float3x2 mat;

float4 main() : sv_target
{
    return mat._m00_m20_m01_m21;
}

[test]
uniform 0 float4 11 21 31 -1
uniform 4 float4 12 22 32 -1
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)


[pixel shader]
row_major float3x2 mat;

float4 main() : sv_target
{
    return mat._11_31_12_32;
}

[test]
uniform 0 float4 11 12 -1 -1
uniform 4 float4 21 22 -1 -1
uniform 8 float4 31 32 -1 -1
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)


[pixel shader]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float2 p = mat._11_32;

    return float4(p, p);
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 6.0, 1.0, 6.0)


% zero-based and one-based subscripts cannot be used in the same swizzle.
[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float2 p = mat._11_m00;

    return 0.0;
}


[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat._41;

    return 0.0;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat._33;

    return 0.0;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat._m30;

    return 0.0;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat._m22;

    return 0.0;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat._00;

    return 0.0;
}

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

    return mat._11_11_11_11_11;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    float p = mat.x

    return 0;
}

[pixel shader fail]
float4 main() : sv_target
{
    float3 vec = {1, 2, 3};
    float p = vec._11;

    return 0;
}

% Like with vectors, a single-component swizzle is scalar.
[pixel shader]
float4 main() : SV_TARGET
{
    float4 vec = {10, 20, 30, 40};
    int2x3 idx = {0, 1, 2, 3, 4, 5};

    return vec[idx._21];
}

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


[pixel shader]
float3 a;

float4 main() : sv_target
{
    float2x2 mat = {1, 2, 3, 4};

    mat._11 = 10;
    mat._m01_m10_m11 = a;
    return float4(mat);
}

[test]
uniform 0 float4 20 30 40 -1
todo(glsl) draw quad
probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)


[pixel shader]
float3 a;

float4 main() : sv_target
{
    row_major float4x2 mat = {1, 2, 3, 4, 5, 6, 7, 8};

    mat._11 = 10;
    mat._m01_m10_m31 = a;
    return float4(mat._m31_m10_m01_m00);
}

[test]
uniform 0 float4 20 30 80 -1
todo(glsl) draw quad
probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)


% Cannot repeat components when assigning to a swizzle.
[pixel shader fail]
float4 main() : sv_target
{
    float2x2 mat = {1, 2, 3, 4};

    mat._m01_m01 = float2(20, 20);
    return 0;
}