| 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 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); |
| float r13 = g_tTex1di4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); |
| float r15 = g_tTex1du4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2); |
| |
| // 2DArray |
| float r31 = g_tTex2df4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); |
| float r33 = g_tTex2di4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); |
| float r35 = g_tTex2du4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3)); |
| |
| // *** There's no SampleCmpLevelZero 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 . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4)); |
| // float r63 = g_tTexcdi4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4)); |
| // float r65 = g_tTexcdu4a . SampleCmpLevelZero(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; |
| } |