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While it looks complicated, it is what fxc/d3dcompiler does.
A shader as simple as:
float4 f;
float4 main() : sv_target
{
return (int4)f;
}
results in the following instructions:
ps_2_0
def c1, 0, 1, 0, 0
frc r0, c0
cmp r1, -r0, c1.x, c1.y
add r0, -r0, c0
mov r2, c0
cmp r1, r2, c1.x, r1
add r0, r0, r1
mov oC0, r0