SamplerState g_sSamp : register(s0); uniform Texture1D g_tTex1df4 : register(t0); struct VS_OUTPUT { float4 Pos : SV_Position; }; VS_OUTPUT main() { VS_OUTPUT vsout; uint WidthU; uint NumberOfLevelsU; // Most of the tests are in the hlsl.getdimensions.dx10.frag on the fragment side. // This is just to establish that GetDimensions appears in the vertex stage. // 1D, float tx, uint params g_tTex1df4 . GetDimensions(WidthU); g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsU); vsout.Pos = float4(0,0,0,0); return vsout; }