hlsl.calculatelod.dx10.frag 1.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445
  1. SamplerState g_sSamp : register(s0);
  2. Texture1DArray g_tTex1df4a : register(t1);
  3. uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
  4. Texture1DArray <int4> g_tTex1di4a;
  5. Texture1DArray <uint4> g_tTex1du4a;
  6. Texture2DArray <float4> g_tTex2df4a;
  7. Texture2DArray <int4> g_tTex2di4a;
  8. Texture2DArray <uint4> g_tTex2du4a;
  9. TextureCubeArray <float4> g_tTexcdf4a;
  10. TextureCubeArray <int4> g_tTexcdi4a;
  11. TextureCubeArray <uint4> g_tTexcdu4a;
  12. struct PS_OUTPUT
  13. {
  14. float4 Color : SV_Target0;
  15. float Depth : SV_Depth;
  16. };
  17. PS_OUTPUT main()
  18. {
  19. PS_OUTPUT psout;
  20. // LOD queries do not pass array level in coordinate.
  21. float txval10 = g_tTex1df4a . CalculateLevelOfDetail(g_sSamp, 0.1);
  22. float txval11 = g_tTex1di4a . CalculateLevelOfDetail(g_sSamp, 0.2);
  23. float txval12 = g_tTex1du4a . CalculateLevelOfDetail(g_sSamp, 0.3);
  24. float txval20 = g_tTex2df4a . CalculateLevelOfDetail(g_sSamp, float2(0.1, 0.2));
  25. float txval21 = g_tTex2di4a . CalculateLevelOfDetail(g_sSamp, float2(0.3, 0.4));
  26. float txval22 = g_tTex2du4a . CalculateLevelOfDetail(g_sSamp, float2(0.5, 0.6));
  27. float txval40 = g_tTexcdf4a . CalculateLevelOfDetail(g_sSamp, float3(0.1, 0.2, 0.3));
  28. float txval41 = g_tTexcdi4a . CalculateLevelOfDetail(g_sSamp, float3(0.4, 0.5, 0.6));
  29. float txval42 = g_tTexcdu4a . CalculateLevelOfDetail(g_sSamp, float3(0.7, 0.8, 0.9));
  30. psout.Color = 1.0;
  31. psout.Depth = 1.0;
  32. return psout;
  33. }