[pixel shader todo(sm<4)]
uniform float4 x;

float4 main() : sv_target
{
    if (x.x == 9.0f)
        discard;
    return x;
}

[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl) draw quad
probe all rgba (1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl) draw quad
probe all rgba (1, 2, 3, 4)

[require]
shader model >= 5.0

[uav 0]
format r32 float
size (2d, 2, 1)

0.0 0.0

[uav 1]
format r32 float
size (2d, 2, 1)

0.0 0.0

% Check that side effects stop happening after discard
[pixel shader]
uniform float4 x;
RWTexture2D<float> y;

float4 main(float4 pos : sv_position) : sv_target
{
    if (pos.x == 0.5 && pos.y == 0.5)
        y[uint2(0, 0)] += 1;
    if (x.x == 9.0f)
        discard;
    if (pos.x == 0.5 && pos.y == 0.5)
        y[uint2(1, 0)] += 1;
    return x;
}

[test]
uniform 0 float4 1 2 3 4
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
if(sm<6) probe uav 1 (0, 0) r (1.0)
if(sm<6) probe uav 1 (1, 0) r (1.0)
if(sm>=6) probe uav 0 (0, 0) r (1.0)
if(sm>=6) probe uav 0 (1, 0) r (1.0)
uniform 0 float4 9 8 7 6
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
if(sm<6) probe uav 1 (0, 0) r (2.0)
if(sm<6) probe uav 1 (1, 0) r (1.0)
if(sm>=6) probe uav 0 (0, 0) r (2.0)
if(sm>=6) probe uav 0 (1, 0) r (1.0)