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FeedbackTexture2D<SAMPLER_FEEDBACK_MIN_MIP> feedbackMinMip_0;
FeedbackTexture2D<SAMPLER_FEEDBACK_MIP_REGION_USED> feedbackMipRegionUsed_0;
FeedbackTexture2DArray<SAMPLER_FEEDBACK_MIN_MIP> feedbackMinMipArray_0;
FeedbackTexture2DArray<SAMPLER_FEEDBACK_MIP_REGION_USED> feebackMipRegionUsedArray_0;
Texture2D<float> tex2D_0;
Texture2DArray<float> 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);
}
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