[require]
shader model >= 4.0

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x >> y, y >> x, x << y, y << x);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)

[pixel shader]
float4 main() : sv_target
{
    int x = 1;
    int y = -1;
    int z = 34;
    uint x2 = 1;

    return float4(x << y, x << z, x2 << y, x2 << z);
}

[test]
todo(glsl) draw quad
probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)

[pixel shader]
float4 main() : sv_target
{
    int x = 2147483647;
    int y = -1;
    int z = 34;
    uint x2 = 4294967295;

    return float4(x >> y, x >> z, x2 >> y, x2 >> z);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int x = 5;
    int y = 15;

    return float4(x & y, x | y, x ^ y, ~x);
}

[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, -6.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero & zero, zero & one, one & zero, one & one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero | zero, zero | one, one | zero, one | one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)

[pixel shader]
float4 main() : SV_TARGET
{
    int zero = 0;
    int one = 1;

    return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint x = 5;
    uint y = 15;

    return float4(x >> y, y >> x, x << y, y << x);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint x = 5;
    uint y = 15;

    return float4(x & y, x | y, x ^ y, ~x);
}

[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, 4294967296.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero & zero, zero & one, one & zero, one & one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero | zero, zero | one, one | zero, one | one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)

[pixel shader]
float4 main() : SV_TARGET
{
    uint zero = 0;
    uint one = 1;

    return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}

[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)

[pixel shader todo]
uint u;
int i;

uint4 main() : sv_target
{
    return uint4(countbits(u), firstbitlow(u), firstbithigh(u), firstbithigh(i));
}

[test]
uniform 0 uint4 0 0 0 0
todo(sm<6) draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 uint4 0xffffffff 0xffffffff 0 0
todo(sm<6) draw quad
probe all rgbaui (32, 0, 31, 0xffffffff)
uniform 0 uint4 0xcccccccc 0xcccccccc 0 0
todo(sm<6) draw quad
probe all rgbaui (16, 2, 31, 29)

[require]
shader model >= 6.0
int64

[pixel shader]
int64_t2 a;
int2 s;

float4 main() : sv_target
{
    int64_t x = a.x;
    int64_t y = a.y;
    int z = s.x;
    int w = s.y;

    return float4(x >> y, x >> -y, x >> z, x >> w);
}

[test]
uniform 0 int64_t2 9223372036854775807 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
uniform 0 int64_t2 -1 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0) 1

[pixel shader]
uint64_t2 a;
uint2 s;

float4 main() : sv_target
{
    uint64_t x = a.x;
    uint64_t y = a.y;
    uint z = s.x;
    uint w = s.y;

    return float4(x >> y, x >> -y, x >> z, x >> w);
}

[test]
uniform 0 uint64_t2 0xffffffffffffffff 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1

[pixel shader]
uint64_t2 a;
uint2 s;

float4 main() : sv_target
{
    uint64_t x = a.x;
    uint64_t y = a.y;
    uint z = s.x;
    uint w = s.y;

    return float4(x << y, x << -y, x << z, x << w);
}

[test]
uniform 0 uint64_t2 0x83 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1

[pixel shader]
uint64_t2 a;

float4 main() : sv_target
{
    uint64_t x = a.x;
    uint64_t y = a.y;

    return float4(x ^ y, x & y, x | y, ~x);
}

[test]
uniform 0 uint64_t2 0x300000000 0x500000000
draw quad
probe all rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1

[pixel shader]
uint64_t u;
int64_t i;

uint4 main() : sv_target
{
    return uint4(0, firstbitlow(u), firstbithigh(u), firstbithigh(i));
}

[test]
uniform 0 uint64_t2 0 0
todo draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 int64_t2 -1 -1
todo draw quad
probe all rgbaui (64, 0, 63, 0xffffffff)
uniform 0 uint64_t2 0xcccccccccccccccc 0xcccccccccccccccc
todo draw quad
probe all rgbaui (32, 2, 63, 61)