[require]
shader model >= 4.0
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

[texture 0]
size (1, 1)
0.0 0.0 0.0 1.0

[texture 1]
size (1, 1)
1.0 1.0 1.0 1.0

[texture 2]
size (1, 1)
2.0 2.0 2.0 1.0

[texture 3]
size (1, 1)
3.0 3.0 3.0 1.0

[texture 4]
size (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]
draw quad
probe all rgba (0, 0, 0, 1)


% Textures for new separated samplers are allocated before regular textures.
[pixel shader]
Texture2D tex;
sampler sam;

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

[test]
draw quad
probe all 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]
draw quad
probe all 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]
draw quad
probe all rgba (12, 12, 12, 111)


[pixel shader]
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]
draw quad
probe all 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]
draw quad
probe all 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 all rgba (10, 10, 10, 11)