| SamplerState g_sSamp : register(s0); |
| |
| Texture2DMS <float4> g_tTex2dmsf4; |
| Texture2DMS <int4> g_tTex2dmsi4; |
| Texture2DMS <uint4> g_tTex2dmsu4; |
| |
| Texture2DMSArray <float4> g_tTex2dmsf4a; |
| Texture2DMSArray <int4> g_tTex2dmsi4a; |
| Texture2DMSArray <uint4> g_tTex2dmsu4a; |
| |
| struct PS_OUTPUT |
| { |
| float4 Color : SV_Target0; |
| float Depth : SV_Depth; |
| }; |
| |
| uniform int c1; |
| uniform int2 c2; |
| uniform int3 c3; |
| uniform int4 c4; |
| |
| uniform int o1; |
| uniform int2 o2; |
| uniform int3 o3; |
| uniform int4 o4; |
| |
| PS_OUTPUT main() |
| { |
| PS_OUTPUT psout; |
| |
| // 2DMS, no offset |
| g_tTex2dmsf4.Load(c2, 3); |
| g_tTex2dmsi4.Load(c2, 3); |
| g_tTex2dmsu4.Load(c2, 3); |
| |
| // 2DMS, offset |
| g_tTex2dmsf4.Load(c2, 3, o2); |
| g_tTex2dmsi4.Load(c2, 3, o2); |
| g_tTex2dmsu4.Load(c2, 3, o2); |
| |
| // 2DMSArray, no offset |
| g_tTex2dmsf4a.Load(c3, 3); |
| g_tTex2dmsi4a.Load(c3, 3); |
| g_tTex2dmsu4a.Load(c3, 3); |
| |
| // 2DMSArray, offset |
| g_tTex2dmsf4a.Load(c3, 3, o2); |
| g_tTex2dmsi4a.Load(c3, 3, o2); |
| g_tTex2dmsu4a.Load(c3, 3, o2); |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |
| |