steve-lunarg | 4f2da27 | 2016-10-10 15:24:57 -0600 | [diff] [blame] | 1 | uniform Buffer <float> g_tTexbfs_test : register(t0); |
| 2 | |
| 3 | Buffer <float> g_tTexbfs; |
| 4 | Buffer <int> g_tTexbis; |
| 5 | Buffer <uint> g_tTexbus; |
| 6 | |
| 7 | struct PS_OUTPUT |
| 8 | { |
| 9 | float4 Color : SV_Target0; |
| 10 | float Depth : SV_Depth; |
| 11 | }; |
| 12 | |
| 13 | uniform int c1; |
| 14 | uniform int2 c2; |
| 15 | uniform int3 c3; |
| 16 | uniform int4 c4; |
| 17 | |
| 18 | uniform int o1; |
| 19 | uniform int2 o2; |
| 20 | uniform int3 o3; |
| 21 | uniform int4 o4; |
| 22 | |
| 23 | PS_OUTPUT main() |
| 24 | { |
| 25 | PS_OUTPUT psout; |
| 26 | |
| 27 | // Buffer |
| 28 | float r00 = g_tTexbfs.Load(c1); |
| 29 | int r01 = g_tTexbis.Load(c1); |
| 30 | uint r02 = g_tTexbus.Load(c1); |
| 31 | |
| 32 | // TODO: other types that can be put in sampler buffers, like float2x2, and float3. |
| 33 | |
| 34 | psout.Color = 1.0; |
| 35 | psout.Depth = 1.0; |
| 36 | |
| 37 | return psout; |
| 38 | } |