[require] shader model >= 4.1 [rtv 0] format r32g32b32a32 float size (2dms, 4, 640, 480) [pixel shader] float4 main(out uint sample_mask : SV_Coverage) : SV_Target { sample_mask = 0x5; return float4(1.0, 1.0, 1.0, 1.0); } [test] clear rtv 0 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) sample mask 0x0b clear rtv 0 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25) [require] shader model >= 5.0 [uav 1] format r32 uint size (2d, 4, 4) 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [pixel shader todo] RWTexture2D u : register(u1); float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target { InterlockedOr(u[uint2(position.x, position.y)], coverage); return float4(0.0, 1.0, 0.0, 1.0); } [test] sample mask 0x01 clear rtv 0 0.0 0.0 0.0 0.0 todo(sm<6) draw quad probe (0, 0) rgba (0.0, 0.25, 0.0, 0.25) probe uav 1 (0, 0, 4, 4) rui (0x01) sample mask 0x03 todo(sm<6) draw quad probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5) probe uav 1 (0, 0, 4, 4) rui (0x03) sample mask 0x07 todo(sm<6) draw quad probe (0, 0) rgba (0.0, 0.75, 0.0, 0.75) probe uav 1 (0, 0, 4, 4) rui (0x07) [uav 1] format r32 uint size (2d, 4, 4) 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [test] clear rtv 0 0.0 0.0 0.0 0.0 sample mask 0x09 todo(sm<6) draw quad probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5) probe uav 1 (0, 0, 4, 4) rui (0x09) sample mask 0x0f todo(sm<6) draw quad probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0) probe uav 1 (0, 0, 4, 4) rui (0x0f)