1 SamplerState g_sSamp : register(s0);
3 Texture1DArray g_tTex1df4a : register(t1);
5 uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6 Texture1DArray <int4> g_tTex1di4;
7 Texture1DArray <uint4> g_tTex1du4;
9 Texture2DArray <float4> g_tTex2df4;
10 Texture2DArray <int4> g_tTex2di4;
11 Texture2DArray <uint4> g_tTex2du4;
15 float4 Color : SV_Target0;
16 float Depth : SV_Depth;
23 float4 txval10 = g_tTex1df4 . SampleLevel(g_sSamp, float2(0.1, 0.2), 0.75, 0);
24 int4 txval11 = g_tTex1di4 . SampleLevel(g_sSamp, float2(0.2, 0.3), 0.75, 1);
25 uint4 txval12 = g_tTex1du4 . SampleLevel(g_sSamp, float2(0.3, 0.4), 0.75, 2);
27 float4 txval20 = g_tTex2df4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(0,0));
28 int4 txval21 = g_tTex2di4 . SampleLevel(g_sSamp, float3(0.3, 0.4, 0.5), 0.75, int2(0,0));
29 uint4 txval22 = g_tTex2du4 . SampleLevel(g_sSamp, float3(0.5, 0.6, 0.7), 0.75, int2(0,1));
31 // No offset array forms for 3D or cube