SamplerState g_sSamp : register(s0); Texture1DArray g_tTex1df4a : register(t1); uniform Texture1DArray g_tTex1df4 : register(t0); Texture1DArray g_tTex1di4a; Texture1DArray g_tTex1du4a; Texture2DArray g_tTex2df4a; Texture2DArray g_tTex2di4a; Texture2DArray g_tTex2du4a; TextureCubeArray g_tTexcdf4a; TextureCubeArray g_tTexcdi4a; TextureCubeArray g_tTexcdu4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; // LOD queries do not pass array level in coordinate. float txval10 = g_tTex1df4a . CalculateLevelOfDetail(g_sSamp, 0.1); float txval11 = g_tTex1di4a . CalculateLevelOfDetail(g_sSamp, 0.2); float txval12 = g_tTex1du4a . CalculateLevelOfDetail(g_sSamp, 0.3); float txval20 = g_tTex2df4a . CalculateLevelOfDetail(g_sSamp, float2(0.1, 0.2)); float txval21 = g_tTex2di4a . CalculateLevelOfDetail(g_sSamp, float2(0.3, 0.4)); float txval22 = g_tTex2du4a . CalculateLevelOfDetail(g_sSamp, float2(0.5, 0.6)); float txval40 = g_tTexcdf4a . CalculateLevelOfDetail(g_sSamp, float3(0.1, 0.2, 0.3)); float txval41 = g_tTexcdi4a . CalculateLevelOfDetail(g_sSamp, float3(0.4, 0.5, 0.6)); float txval42 = g_tTexcdu4a . CalculateLevelOfDetail(g_sSamp, float3(0.7, 0.8, 0.9)); psout.Color = 1.0; psout.Depth = 1.0; return psout; }