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 float Depth : SV_Depth; 27}; 28 29uniform int c1; 30uniform int2 c2; 31uniform int3 c3; 32uniform int4 c4; 33 34uniform int o1; 35uniform int2 o2; 36uniform int3 o3; 37uniform int4 o4; 38 39PS_OUTPUT main() 40{ 41 PS_OUTPUT psout; 42 43 // 1D 44 g_tTex1df4a.Load(c2); 45 g_tTex1di4a.Load(c2); 46 g_tTex1du4a.Load(c2); 47 48 // 2D 49 g_tTex2df4a.Load(c3); 50 g_tTex2di4a.Load(c3); 51 g_tTex2du4a.Load(c3); 52 53 psout.Color = 1.0; 54 psout.Depth = 1.0; 55 56 return psout; 57} 58