[sampler 0] filter linear linear linear address clamp clamp clamp [texture 0] size (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(sm>=6) draw quad probe all 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(sm>=6) draw quad probe all 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); }