[require] shader model >= 4.0 [srv 0] size (2d, 2, 3) 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 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 [pixel shader] Texture2D t : register(t0); float4 main() : sv_target { uint u1, u2; float f1, f2; float4 ret; t.GetDimensions(u1, u2); t.GetDimensions(f1, f2); ret.x = u1; ret.y = f2; t.GetDimensions(u1, f2); ret.z = u1; t.GetDimensions(f1, u2); ret.w = u2; return ret; } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (2.0, 3.0, 2.0, 3.0) [srv 1] 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] Texture2D t : register(t1); float4 main() : sv_target { float4 ret; t.GetDimensions(ret.x, ret.y); t.GetDimensions(1, ret.z, ret.z, ret.w); return ret; } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (2.0, 2.0, 1.0, 2.0)