[pixel shader fail(sm<6) todo] uniform half h; float4 main() : sv_target { return 0; } [require] options: backcompat [pixel shader] uniform half h; float4 main() : sv_target { return h; } [test] uniform 0 float 10.0 draw quad probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0) [require] shader model >= 4.0 [pixel shader] uniform float4 f; float4 main() : sv_target { min16float4 h = f; return h * min16float4(h[1], 2.0, 0.5, -0.5); } [test] uniform 0 float4 0.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba(0.0, 0.0, 0.0, 0.0) uniform 0 float4 3.0 5.0 -0.2 -10.0 draw quad probe (0, 0) rgba(15.0, 10.0, -0.1, 5.0) 4096 [require] shader model >= 6.2 native-16-bit [pixel shader] uniform float4 f; float4 main() : sv_target { half4 h = f; return h * half4(h[1], 2.0, 0.5, -0.5); } [test] uniform 0 float4 0.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba(0.0, 0.0, 0.0, 0.0) uniform 0 float4 3.0 5.0 -0.2 -10.0 draw quad probe (0, 0) rgba(15.0, 10.0, -9.99755859e-002, 5.0) uniform 0 float4 32768.0 32768.0 -32768.0 -32768.0 draw quad probe (0, 0) rgba(1e100, 1e100, -16384.0, 16384.0) uniform 0 float4 0.000062 0.000062 5.97e-8 5.97e-8 draw quad probe (0, 0) rgba(0.0, 1.23977661e-004, 0.0, 0.0)