LoopDawg | f245101 | 2016-07-20 16:34:44 -0600 | [diff] [blame] | 1 | SamplerState g_sSamp : register(s0); |
| 2 | |
| 3 | uniform Texture1D <float4> g_tTex1df4 : register(t0); |
| 4 | Texture1D <int4> g_tTex1di4; |
| 5 | Texture1D <uint4> g_tTex1du4; |
| 6 | |
| 7 | Texture2D <float4> g_tTex2df4; |
| 8 | Texture2D <int4> g_tTex2di4; |
| 9 | Texture2D <uint4> g_tTex2du4; |
| 10 | |
| 11 | Texture3D <float4> g_tTex3df4; |
| 12 | Texture3D <int4> g_tTex3di4; |
| 13 | Texture3D <uint4> g_tTex3du4; |
| 14 | |
| 15 | TextureCube <float4> g_tTexcdf4; |
| 16 | TextureCube <int4> g_tTexcdi4; |
| 17 | TextureCube <uint4> g_tTexcdu4; |
| 18 | |
| 19 | Texture1DArray <float4> g_tTex1df4a; |
| 20 | Texture1DArray <int4> g_tTex1di4a; |
| 21 | Texture1DArray <uint4> g_tTex1du4a; |
| 22 | |
| 23 | Texture2DArray <float4> g_tTex2df4a; |
| 24 | Texture2DArray <int4> g_tTex2di4a; |
| 25 | Texture2DArray <uint4> g_tTex2du4a; |
| 26 | |
| 27 | TextureCubeArray <float4> g_tTexcdf4a; |
| 28 | TextureCubeArray <int4> g_tTexcdi4a; |
| 29 | TextureCubeArray <uint4> g_tTexcdu4a; |
| 30 | |
| 31 | struct PS_OUTPUT |
| 32 | { |
| 33 | float4 Color : SV_Target0; |
| 34 | float Depth : SV_Depth; |
| 35 | }; |
| 36 | |
| 37 | uniform int c1; |
| 38 | uniform int2 c2; |
| 39 | uniform int3 c3; |
| 40 | uniform int4 c4; |
| 41 | |
| 42 | uniform int o1; |
| 43 | uniform int2 o2; |
| 44 | uniform int3 o3; |
| 45 | uniform int4 o4; |
| 46 | |
| 47 | PS_OUTPUT main() |
| 48 | { |
| 49 | PS_OUTPUT psout; |
| 50 | |
| 51 | // 1D |
| 52 | g_tTex1df4.Load(c2, o1); |
| 53 | g_tTex1di4.Load(c2, o1); |
| 54 | g_tTex1du4.Load(c2, o1); |
| 55 | |
| 56 | // 2D |
| 57 | g_tTex2df4.Load(c3, o2); |
| 58 | g_tTex2di4.Load(c3, o2); |
| 59 | g_tTex2du4.Load(c3, o2); |
| 60 | |
| 61 | // 3D |
| 62 | g_tTex3df4.Load(c4, o3); |
| 63 | g_tTex3di4.Load(c4, o3); |
| 64 | g_tTex3du4.Load(c4, o3); |
| 65 | |
| 66 | // Offset has no Cube or CubeArray forms |
| 67 | |
| 68 | // TODO: |
| 69 | // Load, SampleIndex |
| 70 | // Load, SampleIndex, Offset |
| 71 | |
| 72 | psout.Color = 1.0; |
| 73 | psout.Depth = 1.0; |
| 74 | |
| 75 | return psout; |
| 76 | } |