| SamplerState g_sSamp : register(s0); |
| |
| Texture1DArray g_tTex1df4a : register(t1); |
| |
| uniform Texture1DArray <float4> g_tTex1df4 : register(t0); |
| 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; |
| |
| // No 1D gathers |
| |
| float4 txval20 = g_tTex2df4a . Gather(g_sSamp, float3(0.1, 0.2, 0.3)); |
| int4 txval21 = g_tTex2di4a . Gather(g_sSamp, float3(0.3, 0.4, 0.5)); |
| uint4 txval22 = g_tTex2du4a . Gather(g_sSamp, float3(0.5, 0.6, 0.7)); |
| |
| // no 3D gathers |
| |
| float4 txval40 = g_tTexcdf4a . Gather(g_sSamp, float4(0.1, 0.2, 0.3, 0.4)); |
| int4 txval41 = g_tTexcdi4a . Gather(g_sSamp, float4(0.4, 0.5, 0.6, 0.7)); |
| uint4 txval42 = g_tTexcdu4a . Gather(g_sSamp, float4(0.7, 0.8, 0.9, 1.0)); |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |