SamplerComparisonState g_sSamp : register(s0); uniform Texture1D g_tTex1df4 : register(t0); Texture1D g_tTex1di4; Texture1D g_tTex1du4; Texture2D g_tTex2df4; Texture2D g_tTex2di4; Texture2D g_tTex2du4; Texture3D g_tTex3df4; Texture3D g_tTex3di4; Texture3D g_tTex3du4; TextureCube g_tTexcdf4; TextureCube g_tTexcdi4; TextureCube g_tTexcdu4; Texture1DArray g_tTex1df4a; 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; // 1DArray float r11 = g_tTex1df4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); float r13 = g_tTex1di4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); float r15 = g_tTex1du4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); // 2DArray float r31 = g_tTex2df4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); float r33 = g_tTex2di4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); float r35 = g_tTex2du4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); // *** There's no SampleCmpLevelZero on 3D textures // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx // claims offset is supported for cube textures, but FXC does not accept it, and that does // not match other methods, so it may be a documentation bug. Those lines are commented // out below. // CubeArray // float r61 = g_tTexcdf4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4)); // float r63 = g_tTexcdi4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4)); // float r65 = g_tTexcdu4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4)); psout.Color = 1.0; psout.Depth = 1.0; return psout; }