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//TEST:SIMPLE(filecheck=HLSL): -target hlsl -stage vertex
//TEST:SIMPLE(filecheck=GLSL): -target glsl -stage vertex
//TEST:SIMPLE(filecheck=METAL): -target metal -stage vertex
//TEST:SIMPLE(filecheck=SPIRV): -target spirv -stage vertex
//TEST:SIMPLE(filecheck=SPIRV): -target spirv-asm -stage vertex
Texture2DMS <int3> t1;
Texture2DMSArray <float4> t2;
float4 main()
{
// HLSL: .sample
// GLSL: texelFetch
// SPIRV: OpImageFetch %v4int {{.*}} Sample {{.*}}
// METAL: .read
uint2 p1 = uint2(1, 2);
int3 a1 = t1.sample[7][p1];
// HLSL: .sample
// GLSL: texelFetch
// SPIRV: OpImageFetch %v4float {{.*}} Sample {{.*}}
// METAL: .read
uint p2 = uint(1);
float4 a2 = t2.sample[p2][uint3(1, 2, 3)];
return float4(float3(a1), 0) + a2;
}
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