struct PS_OUTPUT { float4 color : SV_Target0; }; int i; uint u; float f; bool b; int2 i2; uint2 u2; float2 f2; bool2 b2; Buffer <float> g_tTexbfs; Texture1D <float4> g_tTex1df4; uint upos; float fpos; PS_OUTPUT main() { int MipLevel; uint WidthU; uint HeightU; uint ElementsU; uint DepthU; uint NumberOfLevelsU; uint NumberOfSamplesU; int WidthI; int HeightI; int ElementsI; int DepthI; int NumberOfLevelsI; int NumberOfSamplesI; saturate(fpos); // Test output promotions g_tTex1df4 . GetDimensions(WidthI); g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU); g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI); g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI); // max(i2, f2); PS_OUTPUT ps_output; ps_output.color = 0; return ps_output; };