[pixel shader]
float4 main() : sv_target
{
    return float2x2(0.4, 0.3, 0.2, 0.1);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)

[pixel shader]
float4 main() : sv_target
{
    return float1x4(0.4, 0.3, 0.2, 0.1);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)

[pixel shader]
float4 main() : sv_target
{
    return float4x1(0.4, 0.3, 0.2, 0.1);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)

[pixel shader]
float4x1 main() : sv_target
{
    return float4(0.4, 0.3, 0.2, 0.1);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)

[pixel shader]
float3 func()
{
    return float3x1(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader]
float3 func()
{
    return float1x3(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader]
float1x3 func()
{
    return float3(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader]
float3x1 func()
{
    return float3(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader fail]
float3x1 func()
{
    return float1x3(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[pixel shader fail]
float1x3 func()
{
    return float3x1(0.4, 0.3, 0.2);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[pixel shader]
float3 func()
{
    return float4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader]
float3 func()
{
    return float4x1(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader]
float3 func()
{
    return float1x4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader fail(sm<6) todo]
float3x1 func()
{
    return float4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[pixel shader]
float3x1 func()
{
    return float4x1(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader fail]
float3x1 func()
{
    return float1x4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[pixel shader]
float1x3 func()
{
    return float4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)

[pixel shader fail]
float1x3 func()
{
    return float4x1(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[pixel shader]
float1x3 func()
{
    return float1x4(0.4, 0.3, 0.2, 0.1);
}

float4 main() : sv_target
{
    return float4(func(), 0.0);
}

[test]
todo(msl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)