[sampler 0] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 2, 2) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0 [pixel shader] sampler s; Texture2D t; float4 main() : sv_target { return t.Sample(s, float2(0.5, 0.5)); } [test] todo(msl) draw quad probe (0, 0) rgba (0.25, 0, 0.25, 0) [pixel shader] SamplerState s; Texture2D t; float4 main() : sv_target { return t.Sample(s, float2(0.5, 0.5)); } [test] todo(msl) draw quad probe (0, 0) rgba (0.25, 0, 0.25, 0) [pixel shader fail] sampler2D s; float4 main() : sv_target { return tex3D(s, float3(0.0, 0.0, 0.0)); } [pixel shader fail] sampler s; float4 main() : sv_target { return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0)); } [require] options: backcompat [pixel shader fail(sm>=6)] samplerCUBE s; float4 main() : sv_target { return texCUBE(s, float3(0.0, 0.0, 0.0)); } [pixel shader fail(sm>=6)] sampler1D s; float4 main() : sv_target { return tex1D(s, 0.0); } [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 linear linear linear address clamp clamp clamp [sampler 4] filter linear linear linear address clamp clamp clamp [sampler 5] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 1, 1) 0.0 0.0 0.0 1.0 [srv 1] size (2d, 1, 1) 1.0 1.0 1.0 1.0 [srv 2] size (2d, 1, 1) 2.0 2.0 2.0 1.0 [srv 3] size (2d, 1, 1) 3.0 3.0 3.0 1.0 [srv 4] size (2d, 1, 1) 4.0 4.0 4.0 1.0 [srv 5] size (2d, 1, 1) 5.0 5.0 5.0 1.0 [pixel shader fail(sm>=6)] sampler samA; sampler samB[2]; sampler samC[3]; float4 main() : sv_target { return 100 * tex2D(samC[2], float2(0, 0)) + 10 * tex2D(samB[0], float2(0, 0)) + tex2D(samA, float2(0, 0)); } [test] todo(msl) draw quad if(sm<4) probe (0, 0) rgba(243, 243, 243, 111) if(sm>=4) probe (0, 0) rgba(234, 234, 234, 111)