[pixel shader] float4 main() : sv_target { int4 aa = {1, 2, 3, 4}; return aa; } [test] todo(glsl) draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4 [pixel shader] float4 main() : sv_target { float4 aa = {1, 2, 3, 4}; return aa; } [test] todo(glsl) draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4 [pixel shader] float4 main() : sv_target { float3 aa = {1, 2, 3}; float4 bb = {aa.x, aa.y, aa.z, 4.0}; return bb; } [test] todo(glsl) draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4 [pixel shader] float4 main() : sv_target { float4 aa = { 1e1, 1e-1, 1., 2.f }; float4 bb = { .1, .1e1, .2f, 1.e-1f }; return aa + bb; } [test] todo(glsl) draw quad probe all rgba (10.1, 1.1, 1.2, 2.1) 4 [pixel shader] float4 main() : sv_target { float4 aa = { 3U, 0xfau, 020u, -1u}; return aa; } [test] todo(glsl) draw quad probe all rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4 [pixel shader] float4 main() : sv_target { // 3000000000 is -1294967296 when it doesn't have the 'u' suffix, except in SM6. float2 aa = {3000000000, 3000000000U}; return float4(aa, 0.0, 0.0); } [test] todo(glsl) draw quad if(sm<6) probe all rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4 if(sm>=6) probe all rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4