[pixel shader] float4 main() : sv_target { float x = 1.0; float y = 2.0; return float4(x + y, 0.0, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (3.0, 0.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float1 x = float1(1.0); float2 y = float2(1.0, 2.0); return float4(x + y, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float1 x = float1(1.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float2 x = float2(1.0, 2.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return float4(x + y, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float x = 1.0; float1 y = float1(1.0); return float4(x + y, y + x, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 2.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float x = 1.0; float4 y = float4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); float y = 1.0; return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float2x2 x = float2x2(1.0, 2.0, 3.0, 4.0); float2x3 y = float2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 7.0, 9.0) [pixel shader] float4 main() : sv_target { float2x3 x = float2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); float2x2 y = float2x2(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 7.0, 9.0) [pixel shader] float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 7.0, 12.0, 17.0) [pixel shader] float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 7.0, 12.0, 17.0) [pixel shader] float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); float2x3 y = float2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); return float4((x + y)[0], 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 0.0) [pixel shader] float4 main() : sv_target { float2x3 x = float2x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); return float4((x + y)[1], 0.0); } [test] todo(glsl) draw quad probe all rgba (9.0, 11.0, 13.0, 0.0) [pixel shader] float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); float2x2 y = float2x2(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float2x2 x = float2x2(1.0, 2.0, 3.0, 4.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main() : sv_target { float1 x = float1(1.0); float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); float1 y = float1(1.0); return x + y; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float2 x = float2(1.0, 2.0); float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0); return float4(x + y, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); float2 y = float2(1.0, 2.0); return float4(x + y, 0.0, 0.0); } [test] todo(glsl) draw quad probe all rgba (2.0, 4.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { float x = 1.0; float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); return (x + y)[0]; } [test] todo(glsl) draw quad probe all rgba (2.0, 3.0, 4.0, 5.0) [pixel shader] float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0); float y = 1.0; return (x + y)[1]; } [test] todo(glsl) draw quad probe all rgba (6.0, 7.0, 8.0, 9.0)