[require]
shader model >= 4.0

[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

[pixel shader]
sampler s;
Texture2D t;
uniform uint level;

float4 main() : sv_target
{
    return t.Load(uint3(0, 0, level));
}

[test]
uniform 0 uint 0
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 uint 1
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)

[pixel shader fail]
sampler s;
Texture2D t;

float4 main() : sv_target
{
    return t[uint3(0, 0, 0)];
}

[pixel shader]
sampler s;
Texture2D t;

float4 main() : sv_target
{
    return t[uint2(0, 0)];
}

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