[pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x + y, x - y, x * y, x / y); } [test] draw quad probe all rgba (20.0, -10.0, 75.0, 0.0) [pixel shader] float4 main() : SV_TARGET { int x = 5; int y = 15; return float4(x % y, +x, -x, y / x); } [test] draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) [pixel shader fail] float4 main() : SV_TARGET { int x = 1; int y = 0; return x / y; } [pixel shader fail] float4 main() : SV_TARGET { int x = 1; int y = 0; return x % y; } [require] shader model >= 4.0 [pixel shader] float4 main() : SV_TARGET { int x = -2147483648; int y = -1; return x / y; } [test] draw quad probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)