[require] shader model >= 4.0 [srv 0] 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] sampler s; Texture2D t; uniform uint level; float4 main() : sv_target { return t.Load(uint3(0, 0, level)); } [test] uniform 0 uint 0 todo(msl) draw quad probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0) uniform 0 uint 1 todo(msl) draw quad probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0) [pixel shader fail] sampler s; Texture2D t; float4 main() : sv_target { return t[uint3(0, 0, 0)]; } [pixel shader] sampler s; Texture2D t; float4 main() : sv_target { return t[uint2(0, 0)]; } [test] todo(msl) draw quad probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)