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1SamplerState       g_sSamp : register(s0);
2
3Texture1D          g_tTex1df4a : register(t1);
4
5uniform Texture1D <float4> g_tTex1df4 : register(t0);
6Texture1D <int4>   g_tTex1di4;
7Texture1D <uint4>  g_tTex1du4;
8
9Texture2D <float4> g_tTex2df4;
10Texture2D <int4>   g_tTex2di4;
11Texture2D <uint4>  g_tTex2du4;
12
13Texture3D <float4> g_tTex3df4;
14Texture3D <int4>   g_tTex3di4;
15Texture3D <uint4>  g_tTex3du4;
16
17TextureCube <float4> g_tTexcdf4;
18TextureCube <int4>   g_tTexcdi4;
19TextureCube <uint4>  g_tTexcdu4;
20
21struct PS_OUTPUT
22{
23    float4 Color : SV_Target0;
24    float  Depth : SV_Depth;
25};
26
27PS_OUTPUT main()
28{
29   PS_OUTPUT psout;
30
31   float4 txval10 = g_tTex1df4 . SampleLevel(g_sSamp, 0.1, 0.75, 1);
32   int4   txval11 = g_tTex1di4 . SampleLevel(g_sSamp, 0.2, 0.75, 1);
33   uint4  txval12 = g_tTex1du4 . SampleLevel(g_sSamp, 0.3, 0.75, 1);
34
35   float4 txval20 = g_tTex2df4 . SampleLevel(g_sSamp, float2(0.1, 0.2), 0.75, int2(1,0));
36   int4   txval21 = g_tTex2di4 . SampleLevel(g_sSamp, float2(0.3, 0.4), 0.75, int2(1,1));
37   uint4  txval22 = g_tTex2du4 . SampleLevel(g_sSamp, float2(0.5, 0.6), 0.75, int2(1,-1));
38
39   float4 txval30 = g_tTex3df4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int3(1,0,1));
40   int4   txval31 = g_tTex3di4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75, int3(1,1,1));
41   uint4  txval32 = g_tTex3du4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75, int3(1,0,-1));
42
43   // There are no offset forms of cube textures, so we do not test them.
44
45   psout.Color = 1.0;
46   psout.Depth = 1.0;
47
48   return psout;
49}
50