[require] shader model >= 4.0 [dsv] size (2d, 640, 480) [pixel shader] float depth; float main() : SV_Depth { return depth; } [test] uniform 0 float 0.0 clear dsv 1.0 depth less todo(glsl) draw quad probe dsv (0,0) r (0.0) uniform 0 float 0.75 clear dsv 1.0 todo(glsl) draw quad probe dsv (0,0) r (0.75) clear dsv 0.5 depth greater todo(glsl) draw quad probe dsv (0,0) r (0.75) depth less clear dsv 0.5 todo(glsl) draw quad probe dsv (0,0) r (0.5) [require] shader model >= 5.0 [rtv 0] format r32g32b32a32 float size (2d, 640, 480) [vertex shader] float2 depth; void main(float4 in_position : POSITION, out float4 out_position : SV_Position) { out_position = in_position; out_position.z = depth.x; } [pixel shader todo] float2 depth; float4 main(out float out_depth : SV_DepthLessEqual) : SV_Target { out_depth = depth.y; return float4(0.0f, 1.0f, 0.0f, 1.0f); } [test] uniform 0 float4 0.75 0.75 0.0 0.0 clear rtv 0 1.0 1.0 1.0 1.0 clear dsv 0.5 depth greater equal todo(sm<6) draw quad probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0) probe dsv (0,0) r (0.75) uniform 0 float4 0.75 0.375 0.0 0.0 clear rtv 0 1.0 1.0 1.0 1.0 clear dsv 0.5 todo(sm<6) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe dsv (0,0) r (0.5) [pixel shader todo] float2 depth; float4 main(out float out_depth : SV_DepthGreaterEqual) : SV_Target { out_depth = depth.y; return float4(0.0f, 1.0f, 0.0f, 1.0f); } [test] uniform 0 float4 0.75 0.75 0.0 0.0 clear rtv 0 1.0 1.0 1.0 1.0 clear dsv 0.5 depth greater equal todo(sm<6) draw quad probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0) probe dsv (0,0) r (0.75) uniform 0 float4 0.375 0.625 0.0 0.0 clear rtv 0 1.0 1.0 1.0 1.0 clear dsv 0.5 todo(sm<6) draw quad probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0) probe dsv (0,0) r (0.625) uniform 0 float4 0.375 0.375 0.0 0.0 clear rtv 0 1.0 1.0 1.0 1.0 clear dsv 0.5 todo(sm<6) draw quad probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe dsv (0,0) r (0.5)