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1SamplerState       g_sSamp : register(s0);
2
3Texture1DArray          g_tTex1df4a : register(t1);
4
5uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6Texture1DArray <int4>   g_tTex1di4;
7Texture1DArray <uint4>  g_tTex1du4;
8
9Texture2DArray <float4> g_tTex2df4;
10Texture2DArray <int4>   g_tTex2di4;
11Texture2DArray <uint4>  g_tTex2du4;
12
13struct PS_OUTPUT
14{
15    float4 Color : SV_Target0;
16    float  Depth : SV_Depth;
17};
18
19PS_OUTPUT main()
20{
21   PS_OUTPUT psout;
22
23   float4 txval10 = g_tTex1df4 . Sample(g_sSamp, float2(0.1, 0.2), 0);
24   int4   txval11 = g_tTex1di4 . Sample(g_sSamp, float2(0.2, 0.3), 1);
25   uint4  txval12 = g_tTex1du4 . Sample(g_sSamp, float2(0.3, 0.4), 2);
26
27   float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3), int2(0,0));
28   int4   txval21 = g_tTex2di4 . Sample(g_sSamp, float3(0.3, 0.4, 0.5), int2(0,0));
29   uint4  txval22 = g_tTex2du4 . Sample(g_sSamp, float3(0.5, 0.6, 0.7), int2(0,1));
30
31   // No offset array forms for 3D or cube
32
33   psout.Color = 1.0;
34   psout.Depth = 1.0;
35
36   return psout;
37}
38