[pixel shader fail todo]
Texture2D tex0;

float4 main(out Texture2D tex : TEXTURE) : sv_target
{
    return float4(1, 2, 3, 4);
}


% dxcompiler crashes.
[require]
shader model < 6.0


[pixel shader fail todo]
struct params
{
    Texture2D tex : TEXTURE;
};

float4 main(inout params x) : sv_target
{
    return float4(1, 2, 3, 4);
}


[require]
shader model >= 5.0


[pixel shader todo fail(sm>=6)]
uniform float global;

struct apple
{
    Texture2D tex;
    float4 pos : sv_position;
};

#ifdef __hlsl_dx_compiler
uniform float param;
float4 main(struct apple input) : sv_target
#else
float4 main(struct apple input, uniform float param) : sv_target
#endif
{
    return input.tex.Load(int3(0, 0, 0)) + global + param + input.pos;
}


[texture 0]
size (2, 2)
1.0 1.0 1.0 1.0     0.0 0.0 0.0 1.0
1.0 1.0 1.0 1.0     0.0 0.0 0.0 1.0

[texture 1]
size (2, 2)
2.0 2.0 2.0 1.0     0.0 0.0 0.0 1.0
2.0 2.0 2.0 1.0     0.0 0.0 0.0 1.0

[texture 2]
size (2, 2)
3.0 3.0 3.0 1.0     0.0 0.0 0.0 1.0
3.0 3.0 3.0 1.0     0.0 0.0 0.0 1.0

[texture 3]
size (2, 2)
4.0 4.0 4.0 1.0     0.0 0.0 0.0 1.0
4.0 4.0 4.0 1.0     0.0 0.0 0.0 1.0

[texture 4]
size (2, 2)
5.0 5.0 5.0 1.0     0.0 0.0 0.0 1.0
5.0 5.0 5.0 1.0     0.0 0.0 0.0 1.0

[texture 5]
size (2, 2)
6.0 6.0 6.0 1.0     0.0 0.0 0.0 1.0
6.0 6.0 6.0 1.0     0.0 0.0 0.0 1.0

[sampler 0]
filter linear linear linear
address clamp clamp clamp

[sampler 1]
filter linear linear linear
address clamp clamp clamp

[sampler 2]
filter linear linear linear
address clamp clamp clamp

[sampler 3]
filter point point point
address clamp clamp clamp

[sampler 4]
filter linear linear linear
address clamp clamp clamp


[pixel shader todo fail(sm>=6)]
struct apple
{
    Texture2D unused;   // must reserve t1
    Texture2D tex[3];   // must reserve t2-t4
    Texture2D lone;     // must reserve t5
    float4 pos : sv_position;
};

Texture2D tex0; // must reserve t0
sampler sam;

float4 main(struct apple input) : sv_target
{
    return 100 * input.tex[1].Sample(sam, float2(0, 0))
            + 10 * tex0.Sample(sam, float2(0, 0))
            + input.lone.Sample(sam, float2(0, 0));
}

[test]
todo draw quad
todo probe all rgba (416.0, 416.0, 416.0, 111.0)


[pixel shader todo fail(sm>=6)]
Texture2D tex;

struct apple
{
    sampler unused0;  // must reserve s0
    sampler sam[3];   // must reserve to s1-s2
    sampler unused1;  // doesn't reserve
};

float4 main(struct apple input, sampler samp) : sv_target
{
    // samp must reserve s3

    return float4(tex.Sample(samp, float2(0.3, 0.3)).xy,
            tex.Sample(input.sam[1], float2(0.5, 0.5)).xy);
}

[test]
todo draw quad
todo probe all rgba (1.0, 1.0, 0.5, 0.5)


[sampler 0]
filter linear linear linear
address clamp clamp clamp

[sampler 1]
filter linear linear linear
address clamp clamp clamp

[sampler 2]
filter linear linear linear
address clamp clamp clamp

[sampler 3]
filter linear linear linear
address clamp clamp clamp

[sampler 4]
filter point point point
address clamp clamp clamp


[pixel shader todo fail(sm>=6)]
Texture2D tex;
sampler sam0; // must reserve s3

struct apple
{
    sampler unused0;  // must reserve s0
    sampler sam[3];   // must reserve s1-s2
    sampler unused1;  // doesn't reserve
};

float4 main(struct apple input, sampler samp) : sv_target
{
    // samp must reserve s4

    return float4(tex.Sample(sam0, float2(0.5, 0.5)).x, tex.Sample(samp, float2(0.3, 0.3)).x,
            tex.Sample(input.sam[1], float2(0.5, 0.5)).xw);
}


[test]
todo draw quad
todo probe all rgba (0.5, 1.0, 0.5, 1.0)
