[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)