| uniform Buffer <float4> g_tTexbf4_test : register(t0); |
| |
| Buffer g_tTexbf4; // default is float4 |
| Buffer <int4> g_tTexbi4; |
| Buffer <uint4> g_tTexbu4; |
| |
| 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; |
| |
| // Buffer |
| float4 r00 = g_tTexbf4.Load(c1); |
| int4 r01 = g_tTexbi4.Load(c1); |
| uint4 r02 = g_tTexbu4.Load(c1); |
| |
| // TODO: other types that can be put in sampler buffers, like float2x2, and float3. |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |