[pixel shader fail todo] Texture2D tex0; float4 main(out Texture2D tex : TEXTURE) : sv_target { return float4(1, 2, 3, 4); } [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] uniform float global; struct apple { Texture2D tex; float4 pos : sv_position; }; float4 main(struct apple input, uniform float param) : sv_target { 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] 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] 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] 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)