[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 todo(sm<4)] 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 todo(sm<4 | msl) 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 todo(sm<4 | msl) 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 todo(sm<4 | msl) draw quad probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0) [require] shader model >= 3.0 options: backcompat [pixel shader todo(sm<4) fail(sm>=6)] 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 todo(sm<4 | msl) 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 todo(sm<4 | msl) 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 todo(sm<4 | msl) draw quad probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)