| SamplerState 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; |
| }; |
| |
| 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; |
| |
| // 1D |
| g_tTex1df4.Load(c2, o1); |
| g_tTex1di4.Load(c2, o1); |
| g_tTex1du4.Load(c2, o1); |
| |
| // 2D |
| g_tTex2df4.Load(c3, o2); |
| g_tTex2di4.Load(c3, o2); |
| g_tTex2du4.Load(c3, o2); |
| |
| // 3D |
| g_tTex3df4.Load(c4, o3); |
| g_tTex3di4.Load(c4, o3); |
| g_tTex3du4.Load(c4, o3); |
| |
| // Offset has no Cube or CubeArray forms |
| |
| // TODO: |
| // Load, SampleIndex |
| // Load, SampleIndex, Offset |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |