hlsl.gather.offsetarray.dx10.frag 850 B

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  1. SamplerState g_sSamp : register(s0);
  2. Texture1DArray g_tTex1df4a : register(t1);
  3. uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
  4. Texture1DArray <int4> g_tTex1di4;
  5. Texture1DArray <uint4> g_tTex1du4;
  6. Texture2DArray <float4> g_tTex2df4;
  7. Texture2DArray <int4> g_tTex2di4;
  8. Texture2DArray <uint4> g_tTex2du4;
  9. struct PS_OUTPUT
  10. {
  11. float4 Color : SV_Target0;
  12. float Depth : SV_Depth;
  13. };
  14. PS_OUTPUT main()
  15. {
  16. PS_OUTPUT psout;
  17. // No 1D gathers
  18. float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0));
  19. int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
  20. uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
  21. // No 3D gathers
  22. // No Cube offset gathers
  23. psout.Color = 1.0;
  24. psout.Depth = 1.0;
  25. return psout;
  26. }