Giovanni Mascellani (@giomasce) commented about tests/texture-load.shader_test:
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);
+}
+[test] +draw quad +probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) +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)
I meant, how hard is it to test this on an actually multisampled texture? Is there a reasonably simple way to create a multisampled texture with given content?