[require] shader model >= 5.0 depth-bounds [rtv 0] size (2d, 640, 480) [uav 1] format r32-float size (buffer, 1) 0.0 [dsv] size (2d, 640, 480) [vertex shader] RWBuffer u : register(u1); float4 main(float4 position : position) : sv_position { u[0] = 0.0; return float4(position.xy, 1.0, 1.0); } [pixel shader] RWBuffer u : register(u1); [earlydepthstencil] float4 main() : sv_target { u[0] = 1.0; return float4(1, 1, 1, 1); } [test] depth-bounds 0.3 0.6 depth greater equal clear rtv 0 0.0 0.0 0.0 0.0 clear dsv 0.0 todo(glsl) draw quad probe (0, 0) rgba(0, 0, 0, 0) todo(sm<6) probe uav 1 (0) r(0.0) clear rtv 0 0.0 0.0 0.0 0.0 clear dsv 0.3 todo(glsl) draw quad probe (0, 0) rgba(1, 1, 1, 1) probe uav 1 (0) r(1.0) clear rtv 0 0.0 0.0 0.0 0.0 clear dsv 0.5 todo(glsl) draw quad probe (0, 0) rgba(1, 1, 1, 1) probe uav 1 (0) r(1.0) clear rtv 0 0.0 0.0 0.0 0.0 clear dsv 0.6 todo(glsl) draw quad probe (0, 0) rgba(1, 1, 1, 1) probe uav 1 (0) r(1.0) clear rtv 0 0.0 0.0 0.0 0.0 clear dsv 1.0 todo(glsl) draw quad probe (0, 0) rgba(0, 0, 0, 0) todo(sm<6) probe uav 1 (0) r(0.0)