[pixel shader]
float s;

float4 main() : sv_target
{
    return determinant(s);
}

[test]
uniform 0 float4 9.0 2.0 3.0 4.0
todo(msl) draw quad
probe (0, 0) rgba (9.0, 9.0, 9.0, 9.0)

[pixel shader]
float1x1 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(msl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)

[pixel shader]
float2x2 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(msl) draw quad
probe (0, 0) rgba (-4.0, -4.0, -4.0, -4.0)

[pixel shader]
float2x1 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(msl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)

[pixel shader]
float3x3 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 -6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
todo(msl) draw quad
probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)

[pixel shader]
float4x4 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform  0 float4  1.0 -2.0  3.0  4.0
uniform  4 float4  5.0  6.0 -7.0  8.0
uniform  8 float4  9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
todo(msl) draw quad
probe (0, 0) rgba (-672.0, -672.0, -672.0, -672.0)

[pixel shader]
float3x4 m;

float4 main() : sv_target
{
    return determinant(m);
}

[test]
uniform  0 float4  1.0  2.0  3.0 0.0
uniform  4 float4  5.0 -6.0  7.0 0.0
uniform  8 float4  9.0 10.0 11.0 0.0
uniform 12 float4  0.0  0.0  0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)

[pixel shader fail]
float1 v;

float4 main() : sv_target
{
    return determinant(v);
}

[pixel shader fail]
float2 v;

float4 main() : sv_target
{
    return determinant(v);
}