[require]
shader model >= 3.0

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

[srv 0]
size (2d, 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

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

float4 main() : sv_target
{
    return t.SampleLevel(s, float2(0.5, 0.5), level);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.5, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)

[require]
shader model >= 3.0
options: backcompat

[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
sampler s;
float level;

float4 main() : sv_target
{
    return tex2Dlod(s, float4(0.5, 0.5, 0, level));
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.5, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
