[pixel shader] float4 main() : sv_target { return float2x2(0.4, 0.3, 0.2, 0.1); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.1) [pixel shader] float4 main() : sv_target { return float1x4(0.4, 0.3, 0.2, 0.1); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.1) [pixel shader] float4 main() : sv_target { return float4x1(0.4, 0.3, 0.2, 0.1); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.1) [pixel shader] float4x1 main() : sv_target { return float4(0.4, 0.3, 0.2, 0.1); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.1) [pixel shader] float3 func() { return float3x1(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader] float3 func() { return float1x3(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader] float1x3 func() { return float3(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader] float3x1 func() { return float3(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader fail] float3x1 func() { return float1x3(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [pixel shader fail] float1x3 func() { return float3x1(0.4, 0.3, 0.2); } float4 main() : sv_target { return float4(func(), 0.0); } [pixel shader] float3 func() { return float4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader] float3 func() { return float4x1(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader] float3 func() { return float1x4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader fail(sm<6) todo] float3x1 func() { return float4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [pixel shader] float3x1 func() { return float4x1(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader fail] float3x1 func() { return float1x4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [pixel shader] float1x3 func() { return float4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) [pixel shader fail] float1x3 func() { return float4x1(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [pixel shader] float1x3 func() { return float1x4(0.4, 0.3, 0.2, 0.1); } float4 main() : sv_target { return float4(func(), 0.0); } [test] todo(glsl) draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)