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- struct PS_OUTPUT { float4 color : SV_Target0; };
- int i;
- uint u;
- float f;
- bool b;
- int2 i2;
- uint2 u2;
- float2 f2;
- bool2 b2;
- Buffer <float> g_tTexbfs;
- Texture1D <float4> g_tTex1df4;
- uint upos;
- float fpos;
- PS_OUTPUT main()
- {
- // Same shapes:
- float r00 = max(b, f);
- uint r01 = max(b, u);
- int r02 = max(b, i);
- float r03 = max(i, f);
- float r04 = max(u, f);
- float2 r10 = max(b2, f2);
- uint2 r11 = max(b2, u2);
- int2 r12 = max(b2, i2);
- float2 r13 = max(i2, f2);
- float2 r14 = max(u2, f2);
- float2 r20 = clamp(i2, u2, f2); // 3 args, converts all to best type.
- uint2 r21 = clamp(b2, u2, b2);
- float2 r22 = clamp(b2, f2, b2);
- // Mixed shapes:
- float2 r30 = max(b, f2);
- uint2 r31 = max(b, u2);
- int2 r32 = max(b, i2);
- float2 r33 = max(i, f2);
- float2 r34 = max(u, f2);
- float2 r40 = clamp(i, u2, f2); // 3 args, converts all to best type.
- uint2 r41 = clamp(b2, u, b2);
- float2 r42 = clamp(b2, f, b);
- int2 r43 = clamp(i, i2, u2);
- float r50 = g_tTexbfs.Load(upos);
- float r51 = g_tTexbfs.Load(fpos);
- int MipLevel;
- uint WidthU;
- uint HeightU;
- uint ElementsU;
- uint DepthU;
- uint NumberOfLevelsU;
- uint NumberOfSamplesU;
- int WidthI;
- int HeightI;
- int ElementsI;
- int DepthI;
- int NumberOfLevelsI;
- int NumberOfSamplesI;
- g_tTex1df4 . GetDimensions(WidthI);
- g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU);
- g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI);
- g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI);
- // max(i2, f2);
- PS_OUTPUT ps_output;
- ps_output.color = r00;
- return ps_output;
- };
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