[pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x + y, x - y, x * y, x / y) / 100.0; } [test] draw quad probe (0, 0) rgba (0.20, -0.10, 0.75, 0.0) 1 [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x % y, +x, -x, y / x) / 10.0; } [test] draw quad probe (0, 0) rgba (0.5, 0.5, -0.5, 0.3) [pixel shader] float4 main() : SV_TARGET { int x = 42; int y = 5; return float4(x / y, -x / y, x / -y, -x / -y) / 10.0; } [test] draw quad probe (0, 0) rgba (0.8, -0.8, -0.8, 0.8) [pixel shader] float4 main() : SV_TARGET { int x = 42; int y = 5; return float4(x % y, -x % y, x % -y, -x % -y) / 10.0; } [test] draw quad probe (0, 0) rgba (0.2, -0.2, 0.2, -0.2) [pixel shader] float4 main() : SV_TARGET { int x = 45; int y = 5; return float4(x / y, -x / y, x / -y, -x / -y) / 10.0; } [test] draw quad probe (0, 0) rgba (0.9, -0.9, -0.9, 0.9) 1 [pixel shader] float4 main() : SV_TARGET { int x = 45; int y = 5; return float4(x % y, -x % y, x % -y, -x % -y); } [test] draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader fail(sm>=2&sm<6)] float4 main() : SV_TARGET { int x = 1; int y = 0; return x / y; } [test] draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) % Allowed regardless of shader model on 31 and below [pixel shader fail(sm>=2&sm<6)] float4 main() : SV_TARGET { int x = 1; int y = 0; return x % y; } [test] draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) [require] % Skip 1.x because of clamping. shader model >= 2.0 [pixel shader] float4 main() : SV_TARGET { int x = -2147483648; int y = -1; return x / y; } [test] draw quad if(sm<4) todo probe (0,0) rgba ( 2147483648.0, 2147483648.0, 2147483648.0, 2147483648.0) if(sm>=4&sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0) if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0) [pixel shader] float4 main() : sv_target { int2 x = {5, 15}; int2 y = {2, 5}; int2 z = {3, 8}; return float4(x / y, z % y); } [test] draw quad probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)