[pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x + y, x - y, x * y, x / y); } [test] todo(glsl) draw quad probe all rgba (20.0, -10.0, 75.0, 0.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x % y, +x, -x, y / x); } [test] todo(glsl) draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) [pixel shader] float4 main() : SV_TARGET { int x = 42; int y = 5; return float4(x / y, -x / y, x / -y, -x / -y); } [test] todo(glsl) draw quad probe all rgba (8.0, -8.0, -8.0, 8.0) [pixel shader] float4 main() : SV_TARGET { int x = 42; int y = 5; return float4(x % y, -x % y, x % -y, -x % -y); } [test] todo(glsl) draw quad probe all rgba (2.0, -2.0, 2.0, -2.0) [pixel shader] float4 main() : SV_TARGET { int x = 45; int y = 5; return float4(x / y, -x / y, x / -y, -x / -y); } [test] todo(glsl) draw quad probe all rgba (9.0, -9.0, -9.0, 9.0) [pixel shader] float4 main() : SV_TARGET { int x = 45; int y = 5; return float4(x % y, -x % y, x % -y, -x % -y); } [test] todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm<6)] // On SM1 this gives hr 0x88760b59. float4 main() : SV_TARGET { int x = 1; int y = 0; return x / y; } [test] todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm<6)] // On SM1 this gives hr 0x88760b59. float4 main() : SV_TARGET { int x = 1; int y = 0; return x % y; } [test] todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [require] shader model >= 4.0 [pixel shader] float4 main() : SV_TARGET { int x = -2147483648; int y = -1; return x / y; } [test] todo(glsl) draw quad if(sm<6) probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0) if(sm>=6) probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { int2 x = {5, 15}; int2 y = {2, 5}; int2 z = {3, 8}; return float4(x / y, z % y); } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 1.0, 3.0)