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- SamplerState g_sSamp : register(s0);
- Texture1DArray g_tTex1df4a : register(t1);
- uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
- Texture1DArray <int4> g_tTex1di4;
- Texture1DArray <uint4> g_tTex1du4;
- Texture2DArray <float4> g_tTex2df4;
- Texture2DArray <int4> g_tTex2di4;
- Texture2DArray <uint4> g_tTex2du4;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- float Depth : SV_Depth;
- };
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- // No 1D gathers
- float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0));
- int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
- uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
- // No 3D gathers
- // No Cube offset gathers
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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