[require]
shader model >= 4.1

[rtv 0]
format r32g32b32a32 float
size (2dms, 4, 640, 480)

[pixel shader]
float4 main(out uint sample_mask : SV_Coverage) : SV_Target
{
    sample_mask = 0x5;
    return float4(1.0, 1.0, 1.0, 1.0);
}

[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
sample mask 0x0b
clear rtv 0 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25)


[require]
shader model >= 5.0

[uav 1]
format r32 uint
size (2d, 4, 4)
0   0   0   0
0   0   0   0
0   0   0   0
0   0   0   0

[pixel shader todo]
RWTexture2D<uint> u : register(u1);

float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
{
    InterlockedOr(u[uint2(position.x, position.y)], coverage);
    return float4(0.0, 1.0, 0.0, 1.0);
}

[test]
sample mask 0x01
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.25, 0.0, 0.25)
probe uav 1 (0, 0, 4, 4) rui (0x01)
sample mask 0x03
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x03)
sample mask 0x07
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.75, 0.0, 0.75)
probe uav 1 (0, 0, 4, 4) rui (0x07)

[uav 1]
format r32 uint
size (2d, 4, 4)
0   0   0   0
0   0   0   0
0   0   0   0
0   0   0   0

[test]
clear rtv 0 0.0 0.0 0.0 0.0
sample mask 0x09
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x09)
sample mask 0x0f
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe uav 1 (0, 0, 4, 4) rui (0x0f)