[require]
shader model >= 4.0

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison never

[srv 0]
format r32-float-shadow
size (2d, 2, 2)
0.5     0.5
0.5     0.5

[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);

float4 main() : sv_target
{
    float ref = 0.5, delta = 0.00000007;
    return float4(
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
        1.0);
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison less

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison equal

[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison less equal

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater

[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison not equal

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater equal

[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)

[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison always

[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)


[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater

% Non-constant ref
[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);

float ref, delta;

float4 main() : sv_target
{
    return float4(
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
        t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
        1.0);
}

[test]
uniform 0 float 0.5
uniform 1 float 0.00000007
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)


[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);

float ref;

float4 main() : sv_target
{
    float delta = 0.00000007;
    return float4(
        t.SampleCmp(s, float2(0.5, 0.5), ref - delta),
        t.SampleCmp(s, float2(0.5, 0.5), 0.5),
        t.SampleCmp(s, float2(0.5, 0.5), ref + delta),
        1.0);
}

[test]
uniform 0 float 0.5
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)