[pixel shader] float4 main(float4 pos : sv_position) : 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); float4 y = float4(1.0, 2.0, 3.0, 4.0); return mul(x, y); } [test] draw quad probe all rgba (30.0, 70.0, 110.0, 150.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float4 x = float4(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 mul(x, y); } [test] draw quad probe all rgba (90.0, 100.0, 110.0, 120.0) [pixel shader] float4 main(float4 pos : sv_position) : 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); float3 y = float3(1.0, 2.0, 3.0); return mul(x, y); } [test] draw quad probe all rgba (14.0, 38.0, 62.0, 86.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float3 x = float3(1.0, 2.0, 3.0); 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 mul(x, y); } [test] draw quad probe all rgba (38.0, 44.0, 50.0, 56.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float3x3 x = float3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); float4 y = float4(1.0, 2.0, 3.0, 4.0); return float4(mul(x, y), 0.0); } [test] draw quad probe all rgba (14.0, 32.0, 50.0, 0.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); float3x3 y = float3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); return float4(mul(x, y), 0.0); } [test] draw quad probe all rgba (30.0, 36.0, 42.0, 0.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float x = 10.0; 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 mul(x, y)[1]; } [test] draw quad probe all rgba (50.0, 60.0, 70.0, 80.0) [pixel shader] float4 main(float4 pos : sv_position) : 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 = 10.0; return mul(x, y)[1]; } [test] draw quad probe all rgba (50.0, 60.0, 70.0, 80.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float1 x = float1(10.0); 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 mul(x, y); } [test] draw quad probe all rgba (10.0, 20.0, 30.0, 40.0) [pixel shader] float4 main(float4 pos : sv_position) : 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); float1 y = float1(10.0); return mul(x, y); } [test] draw quad probe all rgba (10.0, 50.0, 90.0, 130.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float1x1 x = float1x1(10.0); 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 mul(x, y); } [test] draw quad probe all rgba (10.0, 20.0, 30.0, 40.0) [pixel shader] float4 main(float4 pos : sv_position) : 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); float1x1 y = float1x1(10.0); return mul(x, y); } [test] draw quad probe all rgba (10.0, 50.0, 90.0, 130.0) [pixel shader] float4 main(float4 pos : sv_position) : 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 mul(x, y); } [test] draw quad probe all rgba (90.0, 100.0, 110.0, 120.0) [pixel shader] float4 main(float4 pos : sv_position) : 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 mul(x, y)[1]; } [test] draw quad probe all rgba (5.0, 10.0, 15.0, 20.0) [pixel shader] float4 main(float4 pos : sv_position) : 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 mul(x, y)[1]; } [test] draw quad probe all rgba (2.0, 4.0, 6.0, 8.0) [pixel shader] float4 main(float4 pos : sv_position) : 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 mul(x, y); } [test] draw quad probe all rgba (30.0, 70.0, 110.0, 150.0) [pixel shader] float4 main(float4 pos : sv_position) : sv_target { float3x3 x = float3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); 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 mul(x, y)[1]; } [test] draw quad probe all rgba (83.0, 98.0, 113.0, 128.0) [pixel shader] float4 main(float4 pos : sv_position) : 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); float3x3 y = float3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); return float4(mul(x, y)[1], 0.0); } [test] draw quad probe all rgba (78.0, 96.0, 114.0, 0.0) [pixel shader] float4 main() : sv_target { float2x3 a = float2x3(1, 2, 3, 4, 5, 6); float3x2 b = float3x2(6, 5, 4, 3, 2, 1); float2x2 r = mul(a, b); return float4(r); } [test] draw quad probe all rgba (20.0, 14.0, 56.0, 41.0) [pixel shader] float4 main() : sv_target { float2x2 a = float2x2(1, 2, 3, 4); float2 b = float2(1, 2); float2 r = mul(a, b); return float4(r, 0, 0); } [test] draw quad probe all rgba (5.0, 11.0, 0.0, 0.0)