[require] filter-minmax [rtv 0] format r32g32b32a32-float size (2d, 64, 64) [srv 0] size (2d, 4, 4) .00 .00 .00 1.0 .25 .00 .00 1.0 .50 .00 .00 1.0 .75 .00 .00 1.0 .00 .25 .00 1.0 .25 .25 .00 1.0 .50 .25 .00 1.0 .75 .25 .00 1.0 .00 .50 .00 1.0 .25 .50 .00 1.0 .50 .50 .00 1.0 .75 .50 .00 1.0 .00 .75 .00 1.0 .25 .75 .00 1.0 .50 .75 .00 1.0 .75 .75 .00 1.0 [vertex shader] void main(float4 p : POSITION, out float2 t : TEXCOORD, out float4 position : SV_Position) { t.x = (p.x + 1.0) / 2.0; t.y = (-p.y + 1.0) / 2.0; position = p; } [pixel shader] Texture2D t; sampler s; float4 main(float2 p : TEXCOORD) : SV_Target { return t.Sample(s, floor(p * 8.0) / 8.0); } [sampler 0] filter linear linear point [test] draw quad probe (36, 20) f32(.375, .125, 0, 1) probe (20, 36) f32(.125, .375, 0, 1) probe (36, 36) f32(.375, .375, 0, 1) probe (52, 36) f32(.625, .375, 0, 1) probe (36, 52) f32(.375, .625, 0, 1) [sampler 0] filter minimum linear linear point [test] draw quad todo(mvk) probe (36, 20) f32(.25, .00, 0, 1) todo(mvk) probe (20, 36) f32(.00, .25, 0, 1) todo(mvk) probe (36, 36) f32(.25, .25, 0, 1) todo(mvk) probe (52, 36) f32(.50, .25, 0, 1) todo(mvk) probe (36, 52) f32(.25, .50, 0, 1) [sampler 0] filter maximum linear linear point [test] draw quad todo(mvk) probe (36, 20) f32(.50, .25, 0, 1) todo(mvk) probe (20, 36) f32(.25, .50, 0, 1) todo(mvk) probe (36, 36) f32(.50, .50, 0, 1) todo(mvk) probe (52, 36) f32(.75, .50, 0, 1) todo(mvk) probe (36, 52) f32(.50, .75, 0, 1)