[pixel shader] uniform float4 color; float4 main() : sv_target { float4 ret = color; ret.gb = ret.ra; ret.ra = float2(0.0101, 0.0404); return ret; } [test] uniform 0 float4 0.0303 0.08 0.07 0.0202 todo(sm>=6) draw quad probe all rgba (0.0101, 0.0303, 0.0202, 0.0404) [pixel shader] float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4); ret.wyz.yx = float2(0.5, 0.6).yx; return ret; } [test] draw quad probe all rgba (0.1, 0.6, 0.3, 0.5) [pixel shader] float4 main() : SV_target { float4 ret; ret.zwyx = float4(0.1, 0.2, 0.3, 0.4); return ret; } [test] draw quad probe all rgba (0.4, 0.3, 0.1, 0.2) [pixel shader] float4 main() : SV_target { float4 ret; ret.yw.y = 0.1; ret.xzy.yz.y.x = 0.2; ret.yzwx.yzwx.wz.y = 0.3; ret.zxy.xyz.zxy.xy.y = 0.4; return ret; } [test] draw quad probe all rgba (0.3, 0.2, 0.4, 0.1) [pixel shader] float4 main() : SV_target { float4 ret; ret.yxz.yx = float2(0.1, 0.2); ret.w.x = 0.3; ret.wzyx.zyx.yx.x = 0.4; return ret; } [test] draw quad probe all rgba (0.1, 0.2, 0.4, 0.3) [pixel shader] float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz; return ret; } [test] draw quad probe all rgba (0.1, 0.4, 0.4, 0.1) [pixel shader] float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4); ret.yxwz = ret; ret = ret.wyzx; return ret; } [test] draw quad probe all rgba (0.3, 0.1, 0.4, 0.2) [pixel shader] float4 main() : SV_target { float4 ret; ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4); return ret; } [test] draw quad probe all rgba (0.1, 0.2, 0.3, 0.4) [pixel shader] float4 main() : sv_target { float f = 20; return f.x.x; } [test] draw quad probe all rgba (20.0, 20.0, 20.0, 20.0) [pixel shader] float4 main() : sv_target { float f = 3; return float4(1, 2, f.x.xx); } [test] draw quad probe all rgba (1.0, 2.0, 3.0, 3.0) [pixel shader] uniform float4 color; float4 main() : sv_target { float4 ret = color; ret.xyzw = ret.xyzw; // Assignment to self. return ret; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(sm>=6) draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) [pixel shader] uniform float4 color; float4 main() : sv_target { float4 ret = color; ret.xyzw = ret.wxyz; // Assignment to self, shifted. ret.xy = ret.yx; return ret; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 todo(sm>=6) draw quad probe all rgba (1.0, 4.0, 2.0, 3.0)