//TEST:CROSS_COMPILE(filecheck=CHECK): -profile ps_5_0 -entry main -target glsl // CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0))); // CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0), (ivec2(1, 1)))); // CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5))); // CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5), (ivec2(2, 2)))); Texture2D shadowMap; SamplerComparisonState sampler; float4 main(float4 p : SV_POSITION) { return shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0) + shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0, int2(1,1)) + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5) + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5, int2(2,2)); }