[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) [require] shader model >= 6.0 int64 [pixel shader] int64_t2 a; int2 s; float4 main() : sv_target { int64_t x = a.x; int64_t y = a.y; int z = s.x; int w = s.y; return float4(x >> y, x >> -y, x >> z, x >> w); } [test] uniform 0 int64_t2 9223372036854775807 -1 uniform 4 int4 34 66 0 0 todo draw quad probe all rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1 uniform 0 int64_t2 -1 -1 uniform 4 int4 34 66 0 0 todo draw quad probe all rgba (-1.0, -1.0, -1.0, -1.0) 1 [pixel shader] uint64_t2 a; uint2 s; float4 main() : sv_target { uint64_t x = a.x; uint64_t y = a.y; uint z = s.x; uint w = s.y; return float4(x >> y, x >> -y, x >> z, x >> w); } [test] uniform 0 uint64_t2 0xffffffffffffffff 1 uniform 4 uint4 34 66 0 0 todo draw quad probe all rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1 [pixel shader] uint64_t2 a; uint2 s; float4 main() : sv_target { uint64_t x = a.x; uint64_t y = a.y; uint z = s.x; uint w = s.y; return float4(x << y, x << -y, x << z, x << w); } [test] uniform 0 uint64_t2 0x83 1 uniform 4 uint4 34 66 0 0 todo draw quad probe all rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1 [pixel shader] uint64_t2 a; float4 main() : sv_target { uint64_t x = a.x; uint64_t y = a.y; return float4(x ^ y, x & y, x | y, ~x); } [test] uniform 0 uint64_t2 0x300000000 0x500000000 todo draw quad probe all rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1