[pixel shader]
uniform float2 u;

float4 main() : sv_target
{
    return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
}

[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)


[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    float3 a = float3(-0.1, 0.2, 0.3);

    return float4(max(u.xy, u.zw), max(a, u.xy));
}

[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)


[pixel shader]
float4 main() : sv_target
{
    float2x3 a = {1, 2, 3, 4, 5, 6};
    float3x2 b = {6, 5, 4, 3, 2, 1};

    float2x2 r = max(a, b);
    return float4(r);
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (6.0, 5.0, 4.0, 5.0)


[pixel shader fail]
float4 main() : sv_target
{
    float2x2 a = {1, 2, 3, 4};
    float4 b = {4, 3, 2, 1};

    max(a, b);
    return 0;
}


[pixel shader]
uniform float2 u;

float4 main() : sv_target
{
    return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2));
}

[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (-0.1, 2.0, 1.0, -2.0)


[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    float3 a = float3(-0.2, 0.2, 0.3);

    return float4(min(u.xy, u.zw), min(a, u.xy));
}

[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe (0, 0) rgba (0.4, -0.1, -0.2, -0.1)


[require]
shader model >= 4.0

[pixel shader]
uniform uint2 u;

uint4 main() : sv_target
{
    return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2));
}

[test]
uniform 0 uint4 1 2 0 0
todo(glsl) draw quad
probe (0, 0) rgbaui (2, 1, 2, 1)


[pixel shader todo]
uniform int2 u;

int4 main() : sv_target
{
    return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2));
}

[test]
uniform 0 int4 -1 -2 0 0
todo(sm<6) draw quad
probe (0, 0) rgbai (-1, -2, -1, -2)