1SamplerState       g_sSamp : register(s0);
2
3Texture2DMS <float4> g_tTex2dmsf4;
4Texture2DMS <int4>   g_tTex2dmsi4;
5Texture2DMS <uint4>  g_tTex2dmsu4;
6
7Texture2DMSArray <float4> g_tTex2dmsf4a;
8Texture2DMSArray <int4>   g_tTex2dmsi4a;
9Texture2DMSArray <uint4>  g_tTex2dmsu4a;
10
11struct PS_OUTPUT
12{
13    float4 Color : SV_Target0;
14    float  Depth : SV_Depth;
15};
16
17uniform int   c1;
18uniform int2  c2;
19uniform int3  c3;
20uniform int4  c4;
21
22uniform int   o1;
23uniform int2  o2;
24uniform int3  o3;
25uniform int4  o4;
26
27PS_OUTPUT main()
28{
29   PS_OUTPUT psout;
30
31   // 2DMS, no offset
32   g_tTex2dmsf4.Load(c2, 3);
33   g_tTex2dmsi4.Load(c2, 3);
34   g_tTex2dmsu4.Load(c2, 3);
35
36   // 2DMS, offset
37   g_tTex2dmsf4.Load(c2, 3, o2);
38   g_tTex2dmsi4.Load(c2, 3, o2);
39   g_tTex2dmsu4.Load(c2, 3, o2);
40
41   // 2DMSArray, no offset
42   g_tTex2dmsf4a.Load(c3, 3);
43   g_tTex2dmsi4a.Load(c3, 3);
44   g_tTex2dmsu4a.Load(c3, 3);
45
46   // 2DMSArray, offset
47   g_tTex2dmsf4a.Load(c3, 3, o2);
48   g_tTex2dmsi4a.Load(c3, 3, o2);
49   g_tTex2dmsu4a.Load(c3, 3, o2);
50
51   psout.Color = 1.0;
52   psout.Depth = 1.0;
53
54   return psout;
55}
56
57