[require] shader model >= 4.0 [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x >> y, y >> x, x << y, y << x); } [test] draw quad probe all rgba (0.0, 0.0, 163840.0, 480.0) [pixel shader] float4 main() : sv_target { int x = 1; int y = -1; int z = 34; uint x2 = 1; return float4(x << y, x << z, x2 << y, x2 << z); } [test] draw quad probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0) [pixel shader] float4 main() : sv_target { int x = 2147483647; int y = -1; int z = 34; uint x2 = 4294967295; return float4(x >> y, x >> z, x2 >> y, x2 >> z); } [test] draw quad probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x & y, x | y, x ^ y, ~x); } [test] draw quad probe all rgba (5.0, 15.0, 10.0, -6.0) [pixel shader] float4 main() : SV_TARGET { int zero = 0; int one = 1; return float4(zero & zero, zero & one, one & zero, one & one); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { int zero = 0; int one = 1; return float4(zero | zero, zero | one, one | zero, one | one); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { int zero = 0; int one = 1; return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 0.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x >> y, y >> x, x << y, y << x); } [test] draw quad probe all rgba (0.0, 0.0, 163840.0, 480.0) [pixel shader] float4 main() : SV_TARGET { uint x = 5; uint y = 15; return float4(x & y, x | y, x ^ y, ~x); } [test] draw quad probe all rgba (5.0, 15.0, 10.0, 4294967296.0) [pixel shader] float4 main() : SV_TARGET { uint zero = 0; uint one = 1; return float4(zero & zero, zero & one, one & zero, one & one); } [test] draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [pixel shader] float4 main() : SV_TARGET { uint zero = 0; uint one = 1; return float4(zero | zero, zero | one, one | zero, one | one); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] float4 main() : SV_TARGET { uint zero = 0; uint one = 1; return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); } [test] draw quad probe all rgba (0.0, 1.0, 1.0, 0.0)