[require]
shader model < 6.0
options: backcompat


[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

[srv 0]
size (2d, 2, 2)
0.0 0.0 0.0 1.0  0.0 1.0 0.0 1.0
0.0 0.0 1.0 1.0  1.0 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

[pixel shader]
sampler sam;

float4 main() : sv_target
{
    return tex2D(sam, float2(0, 0));
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (0, 0, 0, 1)


[pixel shader]
sampler sam;

float v;

float4 main() : sv_target
{
    return tex2D(sam, float2(0, 0)) + v;
}

[test]
uniform 0 float4 0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 1.5)


% On sm4, textures for new separated samplers are allocated before regular textures.
% On sm1, textures for new combined samplers are allocated before regular samplers.
[pixel shader]
Texture2D tex;
sampler sam;

float4 main() : sv_target
{
    return 10 * tex.Sample(sam, float2(0, 0)) + tex2D(sam, float2(0, 0));
}

[test]
todo(glsl) draw quad
if(sm<4)  todo probe (0, 0) rgba (1, 1, 1, 11)
if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)


[pixel shader]
Texture2D tex;
sampler sam;

float4 main() : sv_target
{
    return 10 * tex.Sample(sam, float2(0, 0)) + tex2D(sam, float2(0, 0));
}

[test]
todo(glsl) draw quad
if(sm<4)  todo probe (0, 0) rgba (1, 1, 1, 11)
if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)


[pixel shader todo(sm<4)]
Texture2D tex;
sampler sam[2];

float4 main() : sv_target
{
    return 10 * tex.Sample(sam[0], float2(0, 0)) + tex2D(sam[1], float2(0, 0));
}

[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (21, 21, 21, 11)


[pixel shader]
sampler sam0;
sampler sam1;
sampler sam2;

float4 main() : sv_target
{
    return 100 * tex2D(sam1, float2(0, 0)) + 10 * tex2D(sam0, float2(0, 0))
            + tex2D(sam2, float2(0, 0));
}

[test]
todo(glsl) draw quad
if(sm<4)  probe (0, 0) rgba (102, 102, 102, 111)
if(sm>=4) probe (0, 0) rgba (12, 12, 12, 111)


[pixel shader notimpl(sm<4)]
Texture2D tex[2][2];
sampler sam;

float4 main() : sv_target
{
    return 100 * tex[0][0].Load(int3(0, 0, 0)) + 10 * tex2D(sam, float2(0, 0))
            + tex[1][1].Sample(sam, float2(0, 0));
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (104, 104, 104, 111)


% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards.
% However, tex2D and tex1D are considered the same dimension for these purposes.
[pixel shader fail(sm>=4)]
sampler sam[2];

float4 main() : sv_target
{
    return tex2D(sam[0], float2(0, 0)) + tex3D(sam[1], float3(0, 0, 0));
}


[pixel shader]
sampler sam[2];

float4 main() : sv_target
{
    return 10 * tex2D(sam[0], float2(0, 0)) + tex1D(sam[1], 0);
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1, 1, 1, 11)


[require]
shader model >= 5.0
shader model < 6.0
options: backcompat


[pixel shader todo]
struct
{
  Texture2D tex;
  sampler sam;
} foo;

float4 main() : sv_target
{
    return 10 * foo.tex.Sample(foo.sam, float2(0, 0)) + tex2D(foo.sam, float2(0, 0));
}

[test]
todo draw quad
todo probe (0,0) rgba (10, 10, 10, 11)