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