SamplerComparisonState g_sSamp : register(s0);

uniform Texture1D <float4> g_tTex1df4 : register(t0);
Texture1D <int4>   g_tTex1di4;
Texture1D <uint4>  g_tTex1du4;

Texture2D <float4> g_tTex2df4;
Texture2D <int4>   g_tTex2di4;
Texture2D <uint4>  g_tTex2du4;

Texture3D <float4> g_tTex3df4;
Texture3D <int4>   g_tTex3di4;
Texture3D <uint4>  g_tTex3du4;

TextureCube <float4> g_tTexcdf4;
TextureCube <int4>   g_tTexcdi4;
TextureCube <uint4>  g_tTexcdu4;

Texture1DArray <float4> g_tTex1df4a;
Texture1DArray <int4>   g_tTex1di4a;
Texture1DArray <uint4>  g_tTex1du4a;

Texture2DArray <float4> g_tTex2df4a;
Texture2DArray <int4>   g_tTex2di4a;
Texture2DArray <uint4>  g_tTex2du4a;

TextureCubeArray <float4> g_tTexcdf4a;
TextureCubeArray <int4>   g_tTexcdi4a;
TextureCubeArray <uint4>  g_tTexcdu4a;

struct PS_OUTPUT
{
    float4 Color : SV_Target0;
    float  Depth : SV_Depth;
};

PS_OUTPUT main()
{
   PS_OUTPUT psout;

   // 1DArray
   float r11 = g_tTex1df4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, 2);
   float r13 = g_tTex1di4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, 2);
   float r15 = g_tTex1du4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, 2);

   // 2DArray
   float r31 = g_tTex2df4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
   float r33 = g_tTex2di4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
   float r35 = g_tTex2du4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));

   // *** There's no SampleCmp on 3D textures

   // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
   // claims offset is supported for cube textures, but FXC does not accept it, and that does
   // not match other methods, so it may be a documentation bug.  Those lines are commented
   // out below.

   // CubeArray
   // float r61 = g_tTexcdf4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
   // float r63 = g_tTexcdi4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
   // float r65 = g_tTexcdu4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));

   psout.Color = 1.0;
   psout.Depth = 1.0;

   return psout;
}