[pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 float4 5.0 15.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333) 1 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return float4(x % y, +x, -x, y / x); } [test] uniform 0 float4 5.0 15.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float 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(glsl) draw quad probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float 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(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 x, y; float4 main() : sv_target { return x % y; } [test] uniform 0 float4 5.0 -42.1 4.0 45.0 uniform 4 float4 15.0 -5.0 4.1 5.0 todo(glsl) draw quad probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6 [require] % Infinities are not allowed in SM1 shader model >= 4.0 [pixel shader] uniform float2 a; float4 main() : SV_TARGET { float x = a.x; float y = a.y; return x / y; } [test] uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99) [pixel shader] uniform float4 a, b, c; float4 main() : sv_target { return mad(a, b, c); } [test] uniform 0 float4 1.00000007 -42.1 4.0 45.0 uniform 4 float4 1.625 -5.0 4.125 5.0 uniform 8 float4 1.00000007 -1.0 0.5 -0.5 todo(glsl) draw quad probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1 % precise mad() is not allowed to fuse, even though unfused is less precise. [pixel shader] uniform float4 a, b, c; float4 main() : sv_target { precise float4 ret = mad(a, b, c); return ret; } [test] uniform 0 float4 1.00000007 -42.1 4.0 45.0 uniform 4 float4 1.625 -5.0 4.125 5.0 uniform 8 float4 1.00000007 -1.0 0.5 -0.5 todo(glsl) draw quad probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1 [require] shader model >= 5.0 float64 [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return float4(x + y, x - y, x * y, x / y); } [test] uniform 0 double2 7.5 -2.5 todo(sm<6) draw quad probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0) [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return x * y; } [test] uniform 0 double2 3.0e-300 2.5e300 todo(sm<6) draw quad probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5) % Note: DXC does not support modulo on doubles. [pixel shader todo] uniform double2 a; float4 main() : SV_TARGET { double x = a.x; double y = a.y; return x / y; } [test] uniform 0 double2 1.5e300 2.0e299 todo(sm<6) draw quad probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5) [pixel shader todo] uniform double2 a, b, c; float4 main() : sv_target { return float4(fma(a, b, c), 0, 0); } [test] uniform 0 double2 1.00000007 -42.1 uniform 4 double2 1.625 -5.0 uniform 8 double2 1.00000007 -1.0 todo(sm<6) draw quad probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0) % Test result when instructions might be removed because they are identities such as (+0) or (*1). [pixel shader] float4 a; float4 main() : sv_target { float4 zero = {0, 0, 0, 0}; float4 one = {1, 1, 1, 1}; return a + zero + a * one + zero * one; } [test] uniform 0 float4 0.2 0.3 9.1 3.2 draw quad probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)