blob: b57502eaae73332285cd7f225b1a55100fee3b41 [file] [log] [blame]
LoopDawga78b0292016-07-19 14:28:05 -06001SamplerComparisonState g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4> g_tTex1di4;
5Texture1D <uint4> g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4> g_tTex2di4;
9Texture2D <uint4> g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4> g_tTex3di4;
13Texture3D <uint4> g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4> g_tTexcdi4;
17TextureCube <uint4> g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4> g_tTex1di4a;
21Texture1DArray <uint4> g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4> g_tTex2di4a;
25Texture2DArray <uint4> g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4> g_tTexcdi4a;
29TextureCubeArray <uint4> g_tTexcdu4a;
30
31struct PS_OUTPUT
32{
33 float4 Color : SV_Target0;
34 float Depth : SV_Depth;
35};
36
37PS_OUTPUT main()
38{
39 PS_OUTPUT psout;
40
41 // 1DArray
42 float r11 = g_tTex1df4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
43 float r13 = g_tTex1di4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
44 float r15 = g_tTex1du4a . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, 2);
45
46 // 2DArray
47 float r31 = g_tTex2df4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
48 float r33 = g_tTex2di4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
49 float r35 = g_tTex2du4a . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
50
51 // *** There's no SampleCmpLevelZero on 3D textures
52
53 // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
54 // claims offset is supported for cube textures, but FXC does not accept it, and that does
55 // not match other methods, so it may be a documentation bug. Those lines are commented
56 // out below.
57
58 // CubeArray
59 // float r61 = g_tTexcdf4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
60 // float r63 = g_tTexcdi4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
61 // float r65 = g_tTexcdu4a . SampleCmpLevelZero(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75, int3(2,3,4));
62
63 psout.Color = 1.0;
64 psout.Depth = 1.0;
65
66 return psout;
67}