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1SamplerState       g_sSamp : register(s0);
2
3RWTexture1D <float4> g_tTex1df4 : register(t0);
4RWTexture1D <int4>   g_tTex1di4;
5RWTexture1D <uint4>  g_tTex1du4;
6
7RWTexture2D <float4> g_tTex2df4;
8RWTexture2D <int4>   g_tTex2di4;
9RWTexture2D <uint4>  g_tTex2du4;
10
11RWTexture3D <float4> g_tTex3df4;
12RWTexture3D <int4>   g_tTex3di4;
13RWTexture3D <uint4>  g_tTex3du4;
14
15RWTexture1DArray <float4> g_tTex1df4a;
16RWTexture1DArray <int4>   g_tTex1di4a;
17RWTexture1DArray <uint4>  g_tTex1du4a;
18
19RWTexture2DArray <float4> g_tTex2df4a;
20RWTexture2DArray <int4>   g_tTex2di4a;
21RWTexture2DArray <uint4>  g_tTex2du4a;
22
23struct PS_OUTPUT
24{
25    float4 Color : SV_Target0;
26};
27
28uniform int   c1;
29uniform int2  c2;
30uniform int3  c3;
31uniform int4  c4;
32
33uniform int   o1;
34uniform int2  o2;
35uniform int3  o3;
36uniform int4  o4;
37
38uniform float4 uf4;
39uniform int4   ui4;
40uniform uint4  uu4;
41
42int4   Fn1(in int4 x)   { return x; }
43uint4  Fn1(in uint4 x)  { return x; }
44float4 Fn1(in float4 x) { return x; }
45
46void Fn2(out int4 x)   { x = int4(0); }
47void Fn2(out uint4 x)  { x = uint4(0); }
48void Fn2(out float4 x) { x = float4(0); }
49
50float4 SomeValue() { return c4; }
51
52PS_OUTPUT main()
53{
54   PS_OUTPUT psout;
55
56   // 1D
57   g_tTex1df4[c1];
58
59   float4 r00 = g_tTex1df4[c1];
60   int4   r01 = g_tTex1di4[c1];
61   uint4  r02 = g_tTex1du4[c1];
62
63   // 2D
64   float4 r10 = g_tTex2df4[c2];
65   int4   r11 = g_tTex2di4[c2];
66   uint4  r12 = g_tTex2du4[c2];
67
68   // 3D
69   float4 r20 = g_tTex3df4[c3];
70   int4   r21 = g_tTex3di4[c3];
71   uint4  r22 = g_tTex3du4[c3];
72
73   float4 lf4 = uf4;
74
75   // Test as L-values
76   // 1D
77   g_tTex1df4[c1] = SomeValue(); // complex R-value
78   g_tTex1df4[c1] = lf4;
79   g_tTex1di4[c1] = int4(2,2,3,4);
80   g_tTex1du4[c1] = uint4(3,2,3,4);
81
82   // Test some operator= things, which need to do both a load and a store.
83   float4 val1 = (g_tTex1df4[c1] *= 2.0);
84   g_tTex1df4[c1] -= 3.0;
85   g_tTex1df4[c1] += 4.0;
86
87   g_tTex1di4[c1] /= 2;
88   g_tTex1di4[c1] %= 2;
89   g_tTex1di4[c1] &= 0xffff;
90   g_tTex1di4[c1] |= 0xf0f0;
91   g_tTex1di4[c1] <<= 2;
92   g_tTex1di4[c1] >>= 2;
93
94   // 2D
95   g_tTex2df4[c2] = SomeValue(); // complex L-value
96   g_tTex2df4[c2] = lf4;
97   g_tTex2di4[c2] = int4(5,2,3,4);
98   g_tTex2du4[c2] = uint4(6,2,3,4);
99
100   // 3D
101   g_tTex3df4[c3] = SomeValue(); // complex L-value
102   g_tTex3df4[c3] = lf4;
103   g_tTex3di4[c3] = int4(8,6,7,8);
104   g_tTex3du4[c3] = uint4(9,2,3,4);
105
106   // Test function calling
107   Fn1(g_tTex1df4[c1]);  // in
108   Fn1(g_tTex1di4[c1]);  // in
109   Fn1(g_tTex1du4[c1]);  // in
110
111   Fn2(g_tTex1df4[c1]);  // out
112   Fn2(g_tTex1di4[c1]);  // out
113   Fn2(g_tTex1du4[c1]);  // out
114
115   // Test increment operators
116   // pre-ops
117   ++g_tTex1df4[c1];
118   ++g_tTex1di4[c1];
119   ++g_tTex1du4[c1];
120
121   --g_tTex1df4[c1];
122   --g_tTex1di4[c1];
123   --g_tTex1du4[c1];
124
125   // post-ops
126   g_tTex1df4[c1]++;
127   g_tTex1du4[c1]--;
128   g_tTex1di4[c1]++;
129
130   g_tTex1df4[c1]--;
131   g_tTex1di4[c1]++;
132   g_tTex1du4[c1]--;
133
134   // read and write
135   g_tTex1df4[1] = g_tTex2df4[int2(2,3)];
136
137   psout.Color = 1.0;
138
139   return psout;
140}
141