[pixel shader todo(sm<4)] uniform float4 x; float4 main() : sv_target { if (x.x == 9.0f) discard; return x; } [test] uniform 0 float4 1 2 3 4 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 2, 3, 4) uniform 0 float4 9 8 7 6 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 2, 3, 4) [require] shader model >= 3.0 % Check that derivatives are still computed after discarding % other pixels in the same quad [pixel shader todo(sm<4)] float4 main(float4 pos : sv_position) : sv_target { if (frac((floor(pos.x) + floor(pos.y)) / 2) == 0.5) discard; return float4(ddx(pos.x), ddx(pos.y), ddy(pos.x), ddy(pos.y)); } [test] todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1, 0, 0, 1) probe (1, 0) rgba (1, 2, 3, 4) probe (0, 1) rgba (1, 2, 3, 4) probe (1, 1) rgba (1, 0, 0, 1) probe (2, 0) rgba (1, 0, 0, 1) probe (3, 0) rgba (1, 2, 3, 4) probe (2, 1) rgba (1, 2, 3, 4) probe (3, 1) rgba (1, 0, 0, 1) [require] shader model >= 5.0 [uav 1] format r32 float size (2d, 2, 1) 0.0 0.0 % Check that side effects stop happening after discard [pixel shader] uniform float4 x; RWTexture2D y : register(u1); float4 main(float4 pos : sv_position) : sv_target { if (pos.x == 0.5 && pos.y == 0.5) y[uint2(0, 0)] += 1; if (x.x == 9.0f) discard; if (pos.x == 0.5 && pos.y == 0.5) y[uint2(1, 0)] += 1; return x; } [test] uniform 0 float4 1 2 3 4 todo(glsl) draw quad probe (0, 0) rgba (1, 2, 3, 4) probe uav 1 (0, 0) r (1.0) probe uav 1 (1, 0) r (1.0) uniform 0 float4 9 8 7 6 todo(glsl) draw quad probe (0, 0) rgba (1, 2, 3, 4) probe uav 1 (0, 0) r (2.0) probe uav 1 (1, 0) r (1.0)