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@@ -0,0 +1,86 @@
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+// RUN: %dxc -T ps_6_0 -E main %s | %D3DReflect %s | FileCheck %s
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+
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+Texture2DMS<float4> msTexture;
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+Texture2DMSArray<float4> msTextureArray : register(t2, space2);
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+
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+// Not sure what -1 means, but it's legal for fxc, and it's preserved, so we match it here.
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+Texture2DMS<float4, -1> msTexture1 : register(t1);
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+Texture2DMSArray<float4, -1> msTextureArray1 : register(t2);
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+
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+Texture2DMS<float4, 8> msTexture2 : register(t3);
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+Texture2DMSArray<float4, 4> msTextureArray2 : register(t4);
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+
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+float4 main(uint4 color : COLOR) : SV_TARGET
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+{
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+ return float4(0,0,0,0)
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+ + msTexture.sample[2][color.xy]
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+ + msTextureArray.sample[3][color.xyz]
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+ + msTexture1.sample[2][color.xy]
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+ + msTextureArray1.sample[3][color.xyz]
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+ + msTexture2.sample[2][color.xy]
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+ + msTextureArray2.sample[3][color.xyz]
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+ ;
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+}
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+
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+// CHECK: ID3D12ShaderReflection:
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+// CHECK: Bound Resources:
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTexture
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 0
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 0
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+// CHECK-NEXT: Space: 0
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMS
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+// CHECK-NEXT: NumSamples (or stride): 0
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTextureArray
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 1
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 2
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+// CHECK-NEXT: Space: 2
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMSARRAY
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+// CHECK-NEXT: NumSamples (or stride): 0
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTexture1
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 2
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 1
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+// CHECK-NEXT: Space: 0
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMS
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+// CHECK-NEXT: NumSamples (or stride): 4294967295
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTextureArray1
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 3
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 2
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+// CHECK-NEXT: Space: 0
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMSARRAY
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+// CHECK-NEXT: NumSamples (or stride): 4294967295
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTexture2
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 4
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 3
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+// CHECK-NEXT: Space: 0
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMS
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+// CHECK-NEXT: NumSamples (or stride): 8
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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+// CHECK: D3D12_SHADER_BUFFER_DESC: Name: msTextureArray2
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+// CHECK-NEXT: Type: D3D_SIT_TEXTURE
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+// CHECK-NEXT: uID: 5
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+// CHECK-NEXT: BindCount: 1
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+// CHECK-NEXT: BindPoint: 4
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+// CHECK-NEXT: Space: 0
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+// CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
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+// CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2DMSARRAY
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+// CHECK-NEXT: NumSamples (or stride): 4
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+// CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
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