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1SamplerComparisonState g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4>   g_tTex1di4;
5Texture1D <uint4>  g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4>   g_tTex2di4;
9Texture2D <uint4>  g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4>   g_tTex3di4;
13Texture3D <uint4>  g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4>   g_tTexcdi4;
17TextureCube <uint4>  g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4>   g_tTex1di4a;
21Texture1DArray <uint4>  g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4>   g_tTex2di4a;
25Texture2DArray <uint4>  g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4>   g_tTexcdi4a;
29TextureCubeArray <uint4>  g_tTexcdu4a;
30
31struct PS_OUTPUT
32{
33    float4 Color : SV_Target0;
34    float  Depth : SV_Depth;
35};
36
37PS_OUTPUT main()
38{
39   PS_OUTPUT psout;
40
41   // 1DArray
42   float r11 = g_tTex1df4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
43   float r13 = g_tTex1di4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
44   float r15 = g_tTex1du4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
45
46   // 2DArray
47   float r31 = g_tTex2df4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
48   float r33 = g_tTex2di4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
49   float r35 = g_tTex2du4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
50
51   // *** There's no SampleCmpLevelZero on 3D textures
52
53   // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
54   // claims offset is supported for cube textures, but FXC does not accept it, and that does
55   // not match other methods, so it may be a documentation bug.  Those lines are commented
56   // out below.
57
58   // CubeArray
59   // float r61 = g_tTexcdf4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
60   // float r63 = g_tTexcdi4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
61   // float r65 = g_tTexcdu4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
62
63   psout.Color = 1.0;
64   psout.Depth = 1.0;
65
66   return psout;
67}
68