FeedbackTexture2D feedbackMinMip_0; FeedbackTexture2D feedbackMipRegionUsed_0; FeedbackTexture2DArray feedbackMinMipArray_0; FeedbackTexture2DArray feebackMipRegionUsedArray_0; Texture2D tex2D_0; Texture2DArray tex2DArray_0; SamplerState samp_0; float4 main() : SV_Target { float2 coords2D = float2(1, 2); float3 coords2DArray = float3(1, 2, 3); float clamp = 4; float bias = 0.5F; float lod = 6; float2 ddx = float2(1.0F / 32, 2.0F / 32); float2 ddy = float2(3.0F / 32, 4.0F / 32); // Clamped feedbackMinMip_0.WriteSamplerFeedback(tex2D_0, samp_0, coords2D, clamp); feedbackMinMip_0.WriteSamplerFeedbackBias(tex2D_0, samp_0, coords2D, bias, clamp); feedbackMinMip_0.WriteSamplerFeedbackGrad(tex2D_0, samp_0, coords2D, ddx, ddy, clamp); // Level feedbackMinMip_0.WriteSamplerFeedbackLevel(tex2D_0, samp_0, coords2D, lod); // No Clamp feedbackMinMip_0.WriteSamplerFeedback(tex2D_0, samp_0, coords2D ); feedbackMinMip_0.WriteSamplerFeedbackBias(tex2D_0, samp_0, coords2D, bias); feedbackMinMip_0.WriteSamplerFeedbackGrad(tex2D_0, samp_0, coords2D, ddx, ddy); // Array feedbackMinMipArray_0.WriteSamplerFeedback(tex2DArray_0, samp_0, coords2DArray); feebackMipRegionUsedArray_0.WriteSamplerFeedback(tex2DArray_0, samp_0, coords2DArray); // Using feedbackMipRegionUsed feedbackMipRegionUsed_0.WriteSamplerFeedback(tex2D_0, samp_0, coords2D); return float4(1, 2, 3, 4); }