[require] shader model >= 4.0 [pixel shader fail] texture t; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] typedef Texture2D mytex_t; mytex_t t; float4 main() : sv_target { return float4(0, 0, 0, 0); } [texture 0] format r32 float size (1, 1) 0.8 [texture 1] format r32 sint size (1, 1) -3 [texture 2] format r32g32 uint size (1, 1) 4294967295 123 [pixel shader] typedef int myint_t; texture2D f1; Texture2D i1; Texture2D u2; float4 main() : sv_target { const float3 pos = float3(0.5, 0.5, 0); return float4(f1.Load(pos), i1.Load(pos), u2.Load(pos)); } [test] draw quad probe all rgba (0.8, -3.0, 4294967295.0, 123.0)