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- SamplerComparisonState g_sSamp : register(s0);
- uniform Texture1D <float4> g_tTex1df4 : register(t0);
- Texture1D <int4> g_tTex1di4;
- Texture1D <uint4> g_tTex1du4;
- Texture2D <float4> g_tTex2df4;
- Texture2D <int4> g_tTex2di4;
- Texture2D <uint4> g_tTex2du4;
- Texture3D <float4> g_tTex3df4;
- Texture3D <int4> g_tTex3di4;
- Texture3D <uint4> g_tTex3du4;
- TextureCube <float4> g_tTexcdf4;
- TextureCube <int4> g_tTexcdi4;
- TextureCube <uint4> g_tTexcdu4;
- Texture1DArray <float4> g_tTex1df4a;
- Texture1DArray <int4> g_tTex1di4a;
- Texture1DArray <uint4> g_tTex1du4a;
- Texture2DArray <float4> g_tTex2df4a;
- Texture2DArray <int4> g_tTex2di4a;
- Texture2DArray <uint4> g_tTex2du4a;
- TextureCubeArray <float4> g_tTexcdf4a;
- TextureCubeArray <int4> g_tTexcdi4a;
- TextureCubeArray <uint4> g_tTexcdu4a;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- float Depth : SV_Depth;
- };
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- // 1D
- float r01 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
- float r03 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
- float r05 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
- // 2D
- float r21 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
- float r23 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
- float r25 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
- // *** There's no SampleCmpLevelZero on 3D textures
- // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
- // claims offset is supported for cube textures, but FXC does not accept it, and that does
- // not match other methods, so it may be a documentation bug. Those lines are commented
- // out below.
- // Cube
- // float r51 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
- // float r53 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
- // float r55 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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