Update HLSL test results
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@ -1,4 +1,5 @@
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uniform sampler2D uTex;
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Texture2D<float4> uTex;
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SamplerState _uTex_sampler;
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static float4 FragColor;
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static float4 vColor;
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@ -17,7 +18,7 @@ struct SPIRV_Cross_Output
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void frag_main()
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{
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FragColor = vColor * tex2D(uTex, vTex);
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FragColor = vColor * uTex.Sample(_uTex_sampler, vTex);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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@ -1146,7 +1146,7 @@ void CompilerHLSL::emit_texture_op(const Instruction &i)
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expr += to_expression(img);
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if (options.shader_model >= 40)
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{
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expr += "_sample";
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expr += "_sampler";
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}
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bool swizz_func = backend.swizzle_is_function;
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@ -1276,7 +1276,7 @@ void CompilerHLSL::emit_uniform(const SPIRVariable &var)
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if (options.shader_model >= 40 && (type.basetype == SPIRType::Image || type.basetype == SPIRType::SampledImage))
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{
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statement("Texture2D<float4> ", to_name(var.self), ";");
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statement("SamplerState _", to_name(var.self), "_sample;");
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statement("SamplerState _", to_name(var.self), "_sampler;");
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}
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else
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{
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