[pixel shader]
struct apple
{
    float3 aa;
    int bb;
};

float4 main() : sv_target
{
    float f[4] = {1, 2, 3, 4};
    struct apple a;

    a = (struct apple) f;
    return a.aa.xyzx;
}


[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)


[pixel shader]
struct apple
{
    float3 aa;
    int bb;
    float cc;
};

float4 main() : sv_target
{
    struct apple a = {5, 6, 7, 8.8, 9.0};
    float f[4];

    f = (float[4]) a;
    return float4(f);
}


[test]
draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)


[pixel shader]
float4 main() : sv_target
{
    float f[6] = {1, 2, 3, 4, 5, 6};
    int i[4];

    i = (int[4]) f;
    return float4(i[0], i[1], i[2], i[3]);
}


[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)


[pixel shader]
Texture2D tex;

struct apple
{
    int2 aa;
    Texture2D bb;
    float cc;
};

struct banana
{
    float aa[2];
    Texture2D bb;
    int cc;
};

float4 main() : sv_target
{
    struct apple a = {1, 2, tex, 7.2};
    struct banana b;

    b = (struct banana) a;
    return b.cc;
}

[test]
draw quad
probe all rgba (7.0, 7.0, 7.0, 7.0)


[pixel shader]
Texture2D tex;

struct apple
{
    int2 aa;
    Texture2D bb;
    float cc;
    float4 dd;
    Texture2D ee;
};

struct banana
{
    float aa[2];
    Texture2D bb;
    int cc;
};

float4 main() : sv_target
{
    struct apple a = {1, 2, tex, 3, 4, 5, 6, 7, tex};
    struct banana b;

    b = (struct banana) a;
    return b.cc;
}

[test]
draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)


[pixel shader fail]
struct apple
{
    int2 aa;
    float bb;
};

struct banana
{
    int2 aa;
    float bb;
    float cc;
};

float4 main() : sv_target
{
    struct apple a = {1, 2, 3};
    struct banana b;

    b = (struct banana) a;
    return b.bb;
}


[pixel shader]
float4 main() : sv_target
{
    float4 v = float4(10.1, 20.2, 30.3, 40.4);
    int i[3];

    i = (int[3]) v;
    return float4(i[0], i[1], i[2], i[2]);
}


[test]
draw quad
probe all rgba (10.0, 20.0, 30.0, 30.0)


[pixel shader]
struct apple
{
    int aa;
    float bb[2];
};

float4 main() : sv_target
{
    float4 f = {10.4, 11.4, 12.4, 13.4};
    struct apple a;

    a = (struct apple) f;
    return float4(a.aa, a.aa, a.bb[0], a.bb[1]);
}


[test]
draw quad
probe all rgba (10.0, 10.0, 11.4, 12.4)


[pixel shader]
float4 main() : sv_target
{
    float f[5] = {11, 12, 13, 14, 15};
    int4 i;

    i = (int4) f;
    return i;
}


[test]
draw quad
probe all rgba (11.0, 12.0, 13.0, 14.0)


[pixel shader]
struct apple
{
    int2 aa;
    float bb[2];
    float cc;
};

float4 main() : sv_target
{
    struct apple a = {21, 22, 23.4, 24.4, 25.0};
    int4 i;

    i = (int4) a;
    return i;
}


[test]
draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)


[pixel shader]
float4 main() : sv_target
{
    float4 f = {31.4, 32.4, 33.4, 34.4};
    int3 i;

    i = (int3) f;
    return float4(i.x, i.y, i.z, i.z);
}


[test]
draw quad
probe all rgba (31.0, 32.0, 33.0, 33.0)


[pixel shader]
struct apple
{
    int2 aa;
    float2 bb;
};

float4 main() : sv_target
{
    struct apple a = {41, 42, 43, 44};
    float2x2 mat;

    mat = (float2x2) a;
    return float4(mat);
}


[test]
draw quad
probe all rgba (41.0, 42.0, 43.0, 44.0)


[pixel shader fail(sm<6)]
struct apple
{
    float2 aa;
    float3 bb;
};

float4 main() : sv_target
{
    struct apple a = {1, 2, 3, 4, 5};
    float2x2 mat;

    mat = (float2x2) a;
    return float4(mat);
}


[pixel shader]
struct apple
{
    float3 aa;
    int bb;
};

float4 main() : sv_target
{
    float2x2 mat = {55, 56, 57, 58};
    struct apple a;

    a = (struct apple) mat;
    return float4(a.aa, a.bb);
}


[test]
draw quad
probe all rgba (55.0, 56.0, 57.0, 58.0)


[pixel shader fail(sm<6)]
struct apple
{
    float2 aa;
    float2 bb;
};

float4 main() : sv_target
{
    float3x2 mat = {1, 2, 3, 4, 5, 6};
    struct apple a;

    a = (struct apple) mat;
    return float4(a.aa, a.bb);
}


[pixel shader]
float4 main() : sv_target
{
    float arr[4] = {61, 62, 63, 64};
    int2x2 mat;

    mat = (int2x2) arr;
    return float4(mat);
}

[test]
draw quad
probe all rgba (61.0, 62.0, 63.0, 64.0)


[pixel shader fail(sm<6)]
float4 main() : sv_target
{
    float arr[5] = {1, 2, 3, 4, 5};
    float2x2 mat;

    mat = (float2x2) arr;
    return float4(mat);
}


[pixel shader]
float4 main() : sv_target
{
    float2x2 mat = {71, 72, 73, 74};
    int arr[4];

    arr = (int[4]) mat;
    return float4(arr);
}

[test]
draw quad
probe all rgba (71.0, 72.0, 73.0, 74.0)


[pixel shader fail(sm<6)]
float4 main() : sv_target
{
    float2x2 mat = {1, 2, 3, 4};
    int arr[3];

    arr = (int[3]) mat;
    return 0;
}


[pixel shader fail]
float4 main() : sv_target
{
    float2x2 mat = {1, 2, 3, 4};
    float3 vec;

    vec = (float3) mat;
    return 0;
}


[pixel shader fail(sm<6)]
float4 main() : sv_target
{
    float arr[5] = {1, 2, 3, 4, 5};
    float4x1 mat;

    mat = (float4x1) arr;
    return 0;
}


[pixel shader]
float4 main() : sv_target
{
    float arr[5] = {81, 82, 83, 84, 85};
    int1x4 mat;

    mat = (int1x4) arr;
    return float4(mat);
}


[test]
draw quad
probe all rgba (81.0, 82.0, 83.0, 84.0)


[pixel shader]
float4 main() : sv_target
{
    float4x1 mat = {91, 92, 93, 94};
    int arr[3];

    arr = (int[3]) mat;
    return float4(arr, 0);
}


[test]
draw quad
probe all rgba (91.0, 92.0, 93.0, 0.0)


[pixel shader]
float4 main() : sv_target
{
    float1x4 mat = {11, 12, 13, 14};
    int arr[3];

    arr = (int[3]) mat;
    return float4(arr, 0);
}


[test]
draw quad
probe all rgba (11.0, 12.0, 13.0, 0.0)


[pixel shader fail(sm<6)]
struct apple
{
    float3 aa;
    float2 bb;
};


float4 main() : sv_target
{
    struct apple a = {1, 2, 3, 4, 5};
    float4x1 mat;

    mat = (float4x1) a;
    return 0;
}


[pixel shader]
struct apple
{
    float3 aa;
    float2 bb;
};


float4 main() : sv_target
{
    struct apple a = {21, 22, 23, 24, 25};
    float1x4 mat;

    mat = (float1x4) a;
    return float4(mat);
}


[test]
draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)


[pixel shader]
struct apple
{
    int aa;
    float2 bb;
};

float4 main() : sv_target
{
    float4x1 mat = {31, 32, 33, 34};
    struct apple a;

    a = (struct apple) mat;
    return float4(a.aa, a.bb, 0);
}


[test]
draw quad
probe all rgba (31.0, 32.0, 33.0, 0.0)


[pixel shader]
struct apple
{
    int aa;
    float2 bb;
};

float4 main() : sv_target
{
    float1x4 mat = {41, 42, 43, 44};
    struct apple a;

    a = (struct apple) mat;
    return float4(a.aa, a.bb, 0);
}


[test]
draw quad
probe all rgba (41.0, 42.0, 43.0, 0.0)


[pixel shader]
float4 main() : sv_target
{
    float4 vec = {51, 52, 53, 54};
    int1x3 mat;

    mat = (int1x3) vec;
    return float4(mat, 0);
}


[test]
draw quad
probe all rgba (51.0, 52.0, 53.0, 0.0)


[pixel shader fail(sm<6)]
float4 main() : sv_target
{
    float4 vec = {1, 2, 3, 4};
    float3x1 mat;

    mat = (float3x1) vec;
    return 0;
}


[pixel shader]
float4 main() : sv_target
{
    float1x4 mat = {61, 62, 63, 64};
    int3 vec;

    vec = (int1x3) mat;
    return float4(vec, 0);
}


[test]
draw quad
probe all rgba (61.0, 62.0, 63.0, 0.0)


[pixel shader]
float4 main() : sv_target
{
    float4x1 mat = {71, 72, 73, 74};
    int3 vec;

    vec = (int3) mat;
    return float4(vec, 0);
}


[test]
draw quad
probe all rgba (71.0, 72.0, 73.0, 0.0)