| |
| struct PS_OUTPUT { float4 color : SV_Target0; }; |
| |
| int i; |
| uint u; |
| float f; |
| bool b; |
| |
| int2 i2; |
| uint2 u2; |
| float2 f2; |
| bool2 b2; |
| |
| Buffer <float> g_tTexbfs; |
| Texture1D <float4> g_tTex1df4; |
| uint upos; |
| float fpos; |
| |
| PS_OUTPUT main() |
| { |
| int MipLevel; |
| |
| uint WidthU; |
| uint HeightU; |
| uint ElementsU; |
| uint DepthU; |
| uint NumberOfLevelsU; |
| uint NumberOfSamplesU; |
| |
| int WidthI; |
| int HeightI; |
| int ElementsI; |
| int DepthI; |
| int NumberOfLevelsI; |
| int NumberOfSamplesI; |
| |
| saturate(fpos); |
| |
| // Test output promotions |
| g_tTex1df4 . GetDimensions(WidthI); |
| g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU); |
| g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI); |
| g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI); |
| |
| // max(i2, f2); |
| PS_OUTPUT ps_output; |
| ps_output.color = 0; |
| return ps_output; |
| }; |