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- SamplerState g_sSamp : register(s0);
- Texture1D g_tTex1df4a : register(t1);
- 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;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- float Depth : SV_Depth;
- };
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, 0.1, 1.1, 1.2, 1);
- int4 txval11 = g_tTex1di4 . SampleGrad(g_sSamp, 0.2, 1.1, 1.2, 1);
- uint4 txval12 = g_tTex1du4 . SampleGrad(g_sSamp, 0.3, 1.1, 1.2, 1);
- float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,0));
- int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float2(0.3, 0.4), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,1));
- uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float2(0.5, 0.6), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,-1));
- float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,0,1));
- int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,1,1));
- uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,0,-1));
- // There are no offset forms of cube textures, so we do not test them.
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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