| SamplerState g_sSamp : register(s0); |
| |
| Texture1DArray g_tTex1df4a : register(t1); |
| |
| uniform Texture1DArray <float4> g_tTex1df4 : register(t0); |
| Texture1DArray <int4> g_tTex1di4; |
| Texture1DArray <uint4> g_tTex1du4; |
| |
| Texture2DArray <float4> g_tTex2df4; |
| Texture2DArray <int4> g_tTex2di4; |
| Texture2DArray <uint4> g_tTex2du4; |
| |
| struct PS_OUTPUT |
| { |
| float4 Color : SV_Target0; |
| float Depth : SV_Depth; |
| }; |
| |
| PS_OUTPUT main() |
| { |
| PS_OUTPUT psout; |
| |
| float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, 0); |
| int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, float2(0.2, 0.3), 0.5, 1); |
| uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, 2); |
| |
| float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int2(0,0)); |
| int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float3(0.3, 0.4, 0.5), 0.5, int2(0,0)); |
| uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float3(0.5, 0.6, 0.7), 0.5, int2(0,1)); |
| |
| // No offset array forms for 3D or cube |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |