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

[texture 0]
size (2, 2)
levels 2

1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0

0.0 0.0 1.0 0.0

[vertex shader]
void main(out float2 tex : texcoord, inout float4 pos : sv_position)
{
    tex = pos.xy;
}

[pixel shader]
sampler s;
Texture2D t;
uniform float bias;

float4 main(float2 coord : texcoord) : sv_target
{
    /* Choice of initial mipmap level is hardware-dependent, and in practice
     * varies too much to be reasonably covered by ULPS. Quantize instead. */
    return floor(t.SampleBias(s, coord, bias) * 10);
}

[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (10.0, 0.0, 10.0, 0.0)

uniform 0 float4 7.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (4.0, 0.0, 10.0, 0.0)

uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)
