[sampler 0] filter linear linear linear address clamp clamp clamp [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 [vertex shader] void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position) { tex = pos.xy; out_pos = pos; } [pixel shader todo(sm<4)] sampler s; Texture2D t; uniform float bias; float4 main(float2 coord : texcoord) : sv_target { /* Choice of initial mipmap level is hardware-dependent, and in practice * varies too much to be reasonably covered by ULPS. Quantize instead. */ return floor(t.SampleBias(s, coord, bias) * 10); } [test] uniform 0 float4 6.5 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0) uniform 0 float4 7.5 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (4.0, 0.0, 10.0, 0.0) uniform 0 float4 8.5 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 10.0, 0.0) [require] shader model >= 3.0 options: backcompat [pixel shader fail(sm>=6)] sampler s; float bias; float4 main(float2 coord : texcoord) : sv_target { /* Choice of initial mipmap level is hardware-dependent, and in practice * varies too much to be reasonably covered by ULPS. Quantize instead. */ return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10); } [test] uniform 0 float4 6.5 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0) uniform 0 float4 7.5 0.0 0.0 0.0 todo(glsl) draw quad todo(sm<4) probe (0,0) rgba (4.0, 0.0, 10.0, 0.0) uniform 0 float4 8.5 0.0 0.0 0.0 todo(glsl) draw quad todo(sm<4) probe (0,0) rgba (0.0, 0.0, 10.0, 0.0)