Geoff Lang | ed883f5 | 2013-09-10 17:20:54 -0400 | [diff] [blame] | 1 | Texture2D<float4> TextureF2D : register(t0); |
| 2 | Texture2D<uint4> TextureUI2D : register(t0); |
| 3 | Texture2D<int4> TextureI2D : register(t0); |
| 4 | |
| 5 | Texture3D<float4> TextureF3D : register(t0); |
| 6 | Texture3D<uint4> TextureUI3D : register(t0); |
| 7 | Texture3D<int4> TextureI3D : register(t0); |
| 8 | |
| 9 | Texture2DArray<float4> TextureF2DArray : register(t0); |
| 10 | Texture2DArray<uint4> TextureUI2DArray : register(t0); |
| 11 | Texture2DArray<int4> TextureI2DArray : register(t0); |
| 12 | |
| 13 | SamplerState Sampler : register(s0); |
| 14 | |
| 15 | cbuffer SwizzleProperties : register(b0) |
| 16 | { |
| 17 | uint4 SwizzleIndices : packoffset(c0); |
| 18 | } |
| 19 | |
| 20 | float4 SwizzleLookup(in float4 sample) |
| 21 | { |
| 22 | float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| 23 | return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| 24 | } |
| 25 | |
| 26 | int4 SwizzleLookup(in int4 sample) |
| 27 | { |
| 28 | int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| 29 | return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| 30 | } |
| 31 | |
| 32 | uint4 SwizzleLookup(in uint4 sample) |
| 33 | { |
| 34 | uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| 35 | return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| 36 | } |
| 37 | |
| 38 | float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 39 | { |
| 40 | return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord)); |
| 41 | } |
| 42 | |
| 43 | int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 44 | { |
| 45 | uint2 size; |
| 46 | TextureI2D.GetDimensions(size.x, size.y); |
| 47 | |
| 48 | return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0))); |
| 49 | } |
| 50 | |
| 51 | uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 52 | { |
| 53 | uint2 size; |
| 54 | TextureUI2D.GetDimensions(size.x, size.y); |
| 55 | |
| 56 | return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0))); |
| 57 | } |
| 58 | |
| 59 | float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 60 | { |
| 61 | return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord)); |
| 62 | } |
| 63 | |
| 64 | int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 65 | { |
| 66 | uint3 size; |
| 67 | TextureI3D.GetDimensions(size.x, size.y, size.z); |
| 68 | |
| 69 | return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0))); |
| 70 | } |
| 71 | |
| 72 | uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 73 | { |
| 74 | uint3 size; |
| 75 | TextureUI3D.GetDimensions(size.x, size.y, size.z); |
| 76 | |
| 77 | return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0))); |
| 78 | } |
| 79 | |
| 80 | float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 81 | { |
| 82 | return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer))); |
| 83 | } |
| 84 | |
| 85 | int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 86 | { |
| 87 | uint3 size; |
| 88 | TextureI2DArray.GetDimensions(size.x, size.y, size.z); |
| 89 | |
| 90 | return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); |
| 91 | } |
| 92 | |
| 93 | uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| 94 | { |
| 95 | uint3 size; |
| 96 | TextureUI2DArray.GetDimensions(size.x, size.y, size.z); |
| 97 | |
| 98 | return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); |
| 99 | } |