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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_tTex1di4a;
7Texture1DArray <uint4>  g_tTex1du4a;
8
9Texture2DArray <float4> g_tTex2df4a;
10Texture2DArray <int4>   g_tTex2di4a;
11Texture2DArray <uint4>  g_tTex2du4a;
12
13TextureCubeArray <float4> g_tTexcdf4a;
14TextureCubeArray <int4>   g_tTexcdi4a;
15TextureCubeArray <uint4>  g_tTexcdu4a;
16
17struct PS_OUTPUT
18{
19    float4 Color : SV_Target0;
20    float  Depth : SV_Depth;
21};
22
23PS_OUTPUT main()
24{
25   PS_OUTPUT psout;
26
27   // LOD queries do not pass array level in coordinate.
28   float txval10 = g_tTex1df4a . CalculateLevelOfDetail(g_sSamp, 0.1);
29   float txval11 = g_tTex1di4a . CalculateLevelOfDetail(g_sSamp, 0.2);
30   float txval12 = g_tTex1du4a . CalculateLevelOfDetail(g_sSamp, 0.3);
31
32   float txval20 = g_tTex2df4a . CalculateLevelOfDetail(g_sSamp, float2(0.1, 0.2));
33   float txval21 = g_tTex2di4a . CalculateLevelOfDetail(g_sSamp, float2(0.3, 0.4));
34   float txval22 = g_tTex2du4a . CalculateLevelOfDetail(g_sSamp, float2(0.5, 0.6));
35
36   float txval40 = g_tTexcdf4a . CalculateLevelOfDetail(g_sSamp, float3(0.1, 0.2, 0.3));
37   float txval41 = g_tTexcdi4a . CalculateLevelOfDetail(g_sSamp, float3(0.4, 0.5, 0.6));
38   float txval42 = g_tTexcdu4a . CalculateLevelOfDetail(g_sSamp, float3(0.7, 0.8, 0.9));
39
40   psout.Color = 1.0;
41   psout.Depth = 1.0;
42
43   return psout;
44}
45