hlsl.rw.bracket.frag 2.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141
  1. SamplerState g_sSamp : register(s0);
  2. RWTexture1D <float4> g_tTex1df4 : register(t0);
  3. RWTexture1D <int4> g_tTex1di4;
  4. RWTexture1D <uint4> g_tTex1du4;
  5. RWTexture2D <float4> g_tTex2df4;
  6. RWTexture2D <int4> g_tTex2di4;
  7. RWTexture2D <uint4> g_tTex2du4;
  8. RWTexture3D <float4> g_tTex3df4;
  9. RWTexture3D <int4> g_tTex3di4;
  10. RWTexture3D <uint4> g_tTex3du4;
  11. RWTexture1DArray <float4> g_tTex1df4a;
  12. RWTexture1DArray <int4> g_tTex1di4a;
  13. RWTexture1DArray <uint4> g_tTex1du4a;
  14. RWTexture2DArray <float4> g_tTex2df4a;
  15. RWTexture2DArray <int4> g_tTex2di4a;
  16. RWTexture2DArray <uint4> g_tTex2du4a;
  17. struct PS_OUTPUT
  18. {
  19. float4 Color : SV_Target0;
  20. };
  21. uniform int c1;
  22. uniform int2 c2;
  23. uniform int3 c3;
  24. uniform int4 c4;
  25. uniform int o1;
  26. uniform int2 o2;
  27. uniform int3 o3;
  28. uniform int4 o4;
  29. uniform float4 uf4;
  30. uniform int4 ui4;
  31. uniform uint4 uu4;
  32. int4 Fn1(in int4 x) { return x; }
  33. uint4 Fn1(in uint4 x) { return x; }
  34. float4 Fn1(in float4 x) { return x; }
  35. void Fn2(out int4 x) { x = int4(0); }
  36. void Fn2(out uint4 x) { x = uint4(0); }
  37. void Fn2(out float4 x) { x = float4(0); }
  38. float4 SomeValue() { return c4; }
  39. PS_OUTPUT main()
  40. {
  41. PS_OUTPUT psout;
  42. // 1D
  43. g_tTex1df4[c1];
  44. float4 r00 = g_tTex1df4[c1];
  45. int4 r01 = g_tTex1di4[c1];
  46. uint4 r02 = g_tTex1du4[c1];
  47. // 2D
  48. float4 r10 = g_tTex2df4[c2];
  49. int4 r11 = g_tTex2di4[c2];
  50. uint4 r12 = g_tTex2du4[c2];
  51. // 3D
  52. float4 r20 = g_tTex3df4[c3];
  53. int4 r21 = g_tTex3di4[c3];
  54. uint4 r22 = g_tTex3du4[c3];
  55. float4 lf4 = uf4;
  56. // Test as L-values
  57. // 1D
  58. g_tTex1df4[c1] = SomeValue(); // complex R-value
  59. g_tTex1df4[c1] = lf4;
  60. g_tTex1di4[c1] = int4(2,2,3,4);
  61. g_tTex1du4[c1] = uint4(3,2,3,4);
  62. // Test some operator= things, which need to do both a load and a store.
  63. float4 val1 = (g_tTex1df4[c1] *= 2.0);
  64. g_tTex1df4[c1] -= 3.0;
  65. g_tTex1df4[c1] += 4.0;
  66. g_tTex1di4[c1] /= 2;
  67. g_tTex1di4[c1] %= 2;
  68. g_tTex1di4[c1] &= 0xffff;
  69. g_tTex1di4[c1] |= 0xf0f0;
  70. g_tTex1di4[c1] <<= 2;
  71. g_tTex1di4[c1] >>= 2;
  72. // 2D
  73. g_tTex2df4[c2] = SomeValue(); // complex L-value
  74. g_tTex2df4[c2] = lf4;
  75. g_tTex2di4[c2] = int4(5,2,3,4);
  76. g_tTex2du4[c2] = uint4(6,2,3,4);
  77. // 3D
  78. g_tTex3df4[c3] = SomeValue(); // complex L-value
  79. g_tTex3df4[c3] = lf4;
  80. g_tTex3di4[c3] = int4(8,6,7,8);
  81. g_tTex3du4[c3] = uint4(9,2,3,4);
  82. // Test function calling
  83. Fn1(g_tTex1df4[c1]); // in
  84. Fn1(g_tTex1di4[c1]); // in
  85. Fn1(g_tTex1du4[c1]); // in
  86. Fn2(g_tTex1df4[c1]); // out
  87. Fn2(g_tTex1di4[c1]); // out
  88. Fn2(g_tTex1du4[c1]); // out
  89. // Test increment operators
  90. // pre-ops
  91. ++g_tTex1df4[c1];
  92. ++g_tTex1di4[c1];
  93. ++g_tTex1du4[c1];
  94. --g_tTex1df4[c1];
  95. --g_tTex1di4[c1];
  96. --g_tTex1du4[c1];
  97. // post-ops
  98. g_tTex1df4[c1]++;
  99. g_tTex1du4[c1]--;
  100. g_tTex1di4[c1]++;
  101. g_tTex1df4[c1]--;
  102. g_tTex1di4[c1]++;
  103. g_tTex1du4[c1]--;
  104. // read and write
  105. g_tTex1df4[1] = g_tTex2df4[int2(2,3)];
  106. psout.Color = 1.0;
  107. return psout;
  108. }