[pixel shader] float4 main() : SV_TARGET { float x = 5.0; float y = 15.0; return float4(x + y, x - y, x * y, x / y); } [test] draw quad probe all rgba (20.0, -10.0, 75.0, 0.33333333) [pixel shader] float4 main() : SV_TARGET { float x = 5.0; float y = 15.0; return float4(x % y, +x, -x, y / x); } [test] draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) [pixel shader] float4 main() : SV_TARGET { float x = 5.0; float y = 15.0; return float4(x == y, x != y, x < y, x <= y); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { float x = 5.0; float y = 15.0; float zero = 0.0; return float4(x > y, x >= y, !x, !zero); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { float zero = 0.0; float one = 1.0; return float4(zero && zero, zero && one, one && zero, one && one); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { float zero = 0.0; float one = 1.0; return float4(zero || zero, zero || one, one || zero, one || one); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x + y, x - y, x * y, x / y); } [test] draw quad probe all rgba (20.0, -10.0, 75.0, 0.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x % y, +x, -x, y / x); } [test] draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x == y, x != y, x < y, x <= y); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; int zero = 0; return float4(x > y, x >= y, !x, !zero); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x >> y, y >> x, x << y, y << x); } [test] draw quad probe all rgba (0.0, 0.0, 163840.0, 480.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x & y, x | y, x ^ y, ~x); } [test] 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] 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] 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] 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] 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] 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, x - y, x * y, x / y); } [test] draw quad probe all rgba (20.0, 4294967296.0, 75.0, 0.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x % y, +x, -x, y / x); } [test] draw quad probe all rgba (5.0, 5.0, 4294967296.0, 3.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x == y, x != y, x < y, x <= y); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; uint zero = 0; return float4(x > y, x >= y, !x, !zero); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x >> y, y >> x, x << y, y << x); } [test] 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] 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] 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] 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] 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] 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] draw quad probe all rgba (0.0, 1.0, 1.0, 0.0)