Giovanni Mascellani (@giomasce) commented about tests/texture-load.shader_test:
probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1) probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8) probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
+[pixel shader] +Texture2DMS<float4, 1> t;
+float4 main(float4 pos : sv_position) : sv_target +{
- return t.Load(int3(pos.yx, 0), 0);
From my tests, it seems that when the texture is multisampled the `Load()` method doesn't expect a mipmap level (so the first argument should just be `pos.yx`). This also requires fixing the code.