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@@ -1,17 +1,25 @@
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// RUN: %dxc -E main -T ps_6_0 %s | FileCheck %s
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-// CHECK: sampleLevel
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-
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-
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SamplerState samp1 : register(s5);
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Texture2D<float4> text1 : register(t3);
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+TextureCubeArray<float4> text2 : register(t5);
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int LOD;
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float4 main(float2 a : A) : SV_Target
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{
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uint status;
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float4 r = 0;
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+
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+ // CHECK: call %dx.types.ResRet.f32 @dx.op.sampleLevel.f32(i32 62,
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r += text1.SampleLevel(samp1, a, LOD);
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+ // CHECK: call %dx.types.ResRet.f32 @dx.op.sampleLevel.f32(i32 62,
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r += text1.SampleLevel(samp1, a, LOD, uint2(-5, 7));
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- r += text1.SampleLevel(samp1, a, LOD, uint2(-3, 2), status); r += status;
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+ // CHECK: call %dx.types.ResRet.f32 @dx.op.sampleLevel.f32(i32 62,
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+ // CHECK: call i1 @dx.op.checkAccessFullyMapped.i32(i32 71,
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+ r += text1.SampleLevel(samp1, a, LOD, uint2(-3, 2), status); r += CheckAccessFullyMapped(status);
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+ // CHECK: call %dx.types.ResRet.f32 @dx.op.sampleLevel.f32(i32 62,
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+ r += text2.SampleLevel(samp1, a.xyxy, LOD);
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+ // CHECK: call %dx.types.ResRet.f32 @dx.op.sampleLevel.f32(i32 62,
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+ // CHECK: call i1 @dx.op.checkAccessFullyMapped.i32(i32 71,
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+ r += text2.SampleLevel(samp1, a.xyxy, LOD * 0.5, status); r += CheckAccessFullyMapped(status);
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return r;
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}
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