[require]
shader model >= 5.0
float64

[pixel shader todo]
uniform double2 d;
uniform float2 f;

float4 main() : sv_target
{
    double2 n = d / f;
    return float4(d.x, d.y, n.x, n.y);
}

[test]
uniform 0 double2 -4.5 8.5
uniform 4 float4 -2.25 4.25 0.0 0.0
todo(sm<6) draw quad
probe (0, 0) rgba (-4.5, 8.5, 2.0, 2.0)


[pixel shader todo]
uniform double2 d;

uint4 main() : sv_target
{
    uint4 result;
    asuint(d.x, result.x, result.y);
    asuint(d.y, result.z, result.w);
    return result;
}

[test]
uniform 0 double2 -4.5 8.500003814697266
todo(sm<6) draw quad
probe (0, 0) rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)


[pixel shader todo]
uniform uint4 u;

float4 main() : sv_target
{
    // Low bits, high bits
    double2 d = asdouble(u.xz, u.yw);
    return float4(d, 0, 0);
}

[test]
uniform 0 uint4 0xc000000 0x40020000 0x80000000 0xc04be000
todo(sm<6) draw quad
probe (0, 0) rgba (2.25, -55.75001526, 0.0, 0.0) 1


[pixel shader todo]
uniform uint2 u;

float4 main() : sv_target
{
    double d = asdouble(u.x, u.y);
    return float4(d, 0, 0, 0);
}

[test]
uniform 0 uint4 0x80000000 0xc04be000 0 0
todo(sm<6) draw quad
probe (0, 0) rgba (-55.75001526, 0.0, 0.0, 0.0) 1


[require]
shader model >= 6.0
int64

[pixel shader]
uniform uint64_t2 l;
uniform uint2 u;

float4 main() : sv_target
{
    uint64_t2 n = l / u;
    uint4 result = uint4(l.x, l.y, n.x, n.y);
    return result;
}

[test]
uniform 0 uint64_t2 0x500000001 0x100000002
uniform 4 uint4 10 4 0 0
draw quad
probe (0, 0) rgba (1.0, 2.0, 2147483648.0, 1073741824.0)


[pixel shader]
uniform int64_t2 l;
uniform int2 i;

float4 main() : sv_target
{
    int64_t2 n = l / i;
    int4 result = int4(l.x, l.y, n.x, n.y);
    return result;
}

[test]
uniform 0 int64_t2 -21474836481 0x100000002
uniform 4 int4 -20 8 0 0
draw quad
probe (0, 0) rgba (-1.0, 2.0, 1073741824.0, 536870912.0)