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1SamplerState       g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4>   g_tTex1di4;
5Texture1D <uint4>  g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4>   g_tTex2di4;
9Texture2D <uint4>  g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4>   g_tTex3di4;
13Texture3D <uint4>  g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4>   g_tTexcdi4;
17TextureCube <uint4>  g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4>   g_tTex1di4a;
21Texture1DArray <uint4>  g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4>   g_tTex2di4a;
25Texture2DArray <uint4>  g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4>   g_tTexcdi4a;
29TextureCubeArray <uint4>  g_tTexcdu4a;
30
31struct PS_OUTPUT
32{
33    float4 Color : SV_Target0;
34    float  Depth : SV_Depth;
35};
36
37uniform int   c1;
38uniform int2  c2;
39uniform int3  c3;
40uniform int4  c4;
41
42int getOffset1()
43{
44   return 1;
45}
46
47int2 getOffset2()
48{
49   return int2(1, 1);
50}
51
52int3 getOffset3()
53{
54   return int3(1, 1, 1);
55}
56
57PS_OUTPUT main()
58{
59   PS_OUTPUT psout;
60
61   // 1D
62   g_tTex1df4.Load(c2, getOffset1());
63   g_tTex1di4.Load(c2, getOffset1());
64   g_tTex1du4.Load(c2, getOffset1());
65
66   // 2D
67   g_tTex2df4.Load(c3, getOffset2());
68   g_tTex2di4.Load(c3, getOffset2());
69   g_tTex2du4.Load(c3, getOffset2());
70
71   // 3D
72   g_tTex3df4.Load(c4, getOffset3());
73   g_tTex3di4.Load(c4, getOffset3());
74   g_tTex3du4.Load(c4, getOffset3());
75
76   // Offset has no Cube or CubeArray forms
77
78   // TODO:
79   // Load, SampleIndex
80   // Load, SampleIndex, Offset
81
82   psout.Color = 1.0;
83   psout.Depth = 1.0;
84
85   return psout;
86}
87