[pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 float4 5.0 16.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0) [pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x % y, +x, -x, y / x); } [test] uniform 0 float4 5.0 16.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) [pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x / y, -x / y, x / -y, -x / -y); } [test] uniform 0 float4 42.0 5.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0) [pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 42.0 5.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) [pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x / y, -x / y, x / -y, -x / -y); } [test] uniform 0 float4 45.0 5.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0) [pixel shader todo(sm<4)] uniform float2 a; float4 main() : SV_TARGET { int x = a.x; int y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 float4 45.0 5.0 0.0 0.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] uniform float4 a; float4 main() : SV_TARGET { return abs(int4(a)); } [test] uniform 0 float4 5.0 -7.0 0.0 -10.0 todo(msl) draw quad probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0) [pixel shader todo(sm<4)] uniform float4 a; uniform float4 b; float4 main() : sv_target { int2 x = a.xz; int2 y = a.yw; int2 z = b.xy; int2 w = b.zw; return float4(x / y, z % w); } [test] uniform 0 float4 45.0 5.0 50.0 10.0 uniform 4 float4 3.0 8.0 2.0 5.0 todo(sm<4 | glsl | msl) draw quad probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0) [require] shader model >= 6.0 int64 [pixel shader] uniform int64_t2 a; float4 main() : SV_TARGET { int64_t x = a.x; int64_t y = a.y; return float4(x + y, x - y, x * (y >> 4), x / y); } [test] uniform 0 int64_t2 5000000000 16000000000 draw quad probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1 [pixel shader] uniform int64_t2 a; float4 main() : SV_TARGET { int64_t x = a.x; int64_t y = a.y; return float4(x % y, +x, -x, y / x); } [test] uniform 0 int64_t2 5000000000 16000000000 draw quad probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0) [pixel shader] uniform int64_t2 a; float4 main() : SV_TARGET { int64_t x = a.x; int64_t y = a.y; return float4(x / y, -x / y, x / -y, -x / -y); } [test] uniform 0 int64_t2 42000000000 5000000000 draw quad probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0) [pixel shader] uniform int64_t2 a; float4 main() : SV_TARGET { int64_t x = a.x; int64_t y = a.y; return float4(x % y, -x % y, x % -y, -x % -y); } [test] uniform 0 int64_t2 42000000000 5000000000 draw quad probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9) [pixel shader] uniform int64_t2 a; float4 main() : SV_TARGET { return float4(abs(a), 0, 0); } [test] uniform 0 int64_t2 5000000000 -7000000000 draw quad probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0) [require] shader model >= 6.2 native-16-bit [pixel shader] uniform int16_t4 u; int4 main() : sv_target { int16_t i = 1, j = 0x7fff; return int4(u.x + i, u.y + j, u.z + i, u.w + j); } [test] uniform 0 uint 0 uniform 1 uint 0x0001fffd draw quad probe (0, 0) rgbai(1, 0x7fff, -2, -32768) [pixel shader] uniform int16_t4 u; int4 main() : sv_target { int16_t i = -3, j = 5; return int4(u.x * i, u.y * j, u.z * i, u.w * j); } [test] uniform 0 uint 0xfff70007 uniform 1 uint4 0x9fff9 draw quad probe (0, 0) rgbai(-21, -45, 21, 45) [pixel shader] uniform int16_t4 u; int4 main() : sv_target { int16_t i = 32767, j = -5; return int4(u.x / i, u.y / j, u.z / i, u.w / j); } [test] uniform 0 uint 0x000b7ffe uniform 1 uint 0x80007fff draw quad probe (0, 0) rgbai(0, -2, 1, 6553)