hlsl.load.buffer.dx10.frag 703 B

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  1. uniform Buffer <float4> g_tTexbf4_test : register(t0);
  2. Buffer g_tTexbf4; // default is float4
  3. Buffer <int4> g_tTexbi4;
  4. Buffer <uint4> g_tTexbu4;
  5. struct PS_OUTPUT
  6. {
  7. float4 Color : SV_Target0;
  8. float Depth : SV_Depth;
  9. };
  10. uniform int c1;
  11. uniform int2 c2;
  12. uniform int3 c3;
  13. uniform int4 c4;
  14. uniform int o1;
  15. uniform int2 o2;
  16. uniform int3 o3;
  17. uniform int4 o4;
  18. PS_OUTPUT main()
  19. {
  20. PS_OUTPUT psout;
  21. // Buffer
  22. float4 r00 = g_tTexbf4.Load(c1);
  23. int4 r01 = g_tTexbi4.Load(c1);
  24. uint4 r02 = g_tTexbu4.Load(c1);
  25. // TODO: other types that can be put in sampler buffers, like float2x2, and float3.
  26. psout.Color = 1.0;
  27. psout.Depth = 1.0;
  28. return psout;
  29. }