[require]
shader model >= 4.0

[dsv]
size (2d, 640, 480)

[pixel shader]
float depth;

float main() : SV_Depth
{
    return depth;
}

[test]
uniform 0 float 0.0
clear dsv 1.0
depth less
todo(msl) draw quad
probe dsv (0,0) r (0.0)

uniform 0 float 0.75
clear dsv 1.0
todo(msl) draw quad
probe dsv (0,0) r (0.75)

clear dsv 0.5
depth greater
todo(msl) draw quad
probe dsv (0,0) r (0.75)

depth less
clear dsv 0.5
todo(msl) draw quad
probe dsv (0,0) r (0.5)


[require]
shader model >= 5.0

[rtv 0]
format r32g32b32a32-float
size (2d, 640, 480)

[vertex shader]
float2 depth;

void main(float4 in_position : POSITION, out float4 out_position : SV_Position)
{
    out_position = in_position;
    out_position.z = depth.x;
}

[pixel shader todo]
float2 depth;

float4 main(out float out_depth : SV_DepthLessEqual) : SV_Target
{
    out_depth = depth.y;
    return float4(0.0f, 1.0f, 0.0f, 1.0f);
}

[test]
uniform 0 float4 0.75 0.75 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.75)

uniform 0 float4 0.75 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
probe dsv (0,0) r (0.5)


[pixel shader todo]
float2 depth;

float4 main(out float out_depth : SV_DepthGreaterEqual) : SV_Target
{
    out_depth = depth.y;
    return float4(0.0f, 1.0f, 0.0f, 1.0f);
}

[test]
uniform 0 float4 0.75 0.75 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.75)

uniform 0 float4 0.375 0.625 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.625)

uniform 0 float4 0.375 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
probe dsv (0,0) r (0.5)