hlsl.load.offset.dx10.frag 1.5 KB

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  1. SamplerState g_sSamp : register(s0);
  2. uniform Texture1D <float4> g_tTex1df4 : register(t0);
  3. Texture1D <int4> g_tTex1di4;
  4. Texture1D <uint4> g_tTex1du4;
  5. Texture2D <float4> g_tTex2df4;
  6. Texture2D <int4> g_tTex2di4;
  7. Texture2D <uint4> g_tTex2du4;
  8. Texture3D <float4> g_tTex3df4;
  9. Texture3D <int4> g_tTex3di4;
  10. Texture3D <uint4> g_tTex3du4;
  11. TextureCube <float4> g_tTexcdf4;
  12. TextureCube <int4> g_tTexcdi4;
  13. TextureCube <uint4> g_tTexcdu4;
  14. Texture1DArray <float4> g_tTex1df4a;
  15. Texture1DArray <int4> g_tTex1di4a;
  16. Texture1DArray <uint4> g_tTex1du4a;
  17. Texture2DArray <float4> g_tTex2df4a;
  18. Texture2DArray <int4> g_tTex2di4a;
  19. Texture2DArray <uint4> g_tTex2du4a;
  20. TextureCubeArray <float4> g_tTexcdf4a;
  21. TextureCubeArray <int4> g_tTexcdi4a;
  22. TextureCubeArray <uint4> g_tTexcdu4a;
  23. struct PS_OUTPUT
  24. {
  25. float4 Color : SV_Target0;
  26. float Depth : SV_Depth;
  27. };
  28. uniform int c1;
  29. uniform int2 c2;
  30. uniform int3 c3;
  31. uniform int4 c4;
  32. uniform int o1;
  33. uniform int2 o2;
  34. uniform int3 o3;
  35. uniform int4 o4;
  36. PS_OUTPUT main()
  37. {
  38. PS_OUTPUT psout;
  39. // 1D
  40. g_tTex1df4.Load(c2, o1);
  41. g_tTex1di4.Load(c2, o1);
  42. g_tTex1du4.Load(c2, o1);
  43. // 2D
  44. g_tTex2df4.Load(c3, o2);
  45. g_tTex2di4.Load(c3, o2);
  46. g_tTex2du4.Load(c3, o2);
  47. // 3D
  48. g_tTex3df4.Load(c4, o3);
  49. g_tTex3di4.Load(c4, o3);
  50. g_tTex3du4.Load(c4, o3);
  51. // Offset has no Cube or CubeArray forms
  52. // TODO:
  53. // Load, SampleIndex
  54. // Load, SampleIndex, Offset
  55. psout.Color = 1.0;
  56. psout.Depth = 1.0;
  57. return psout;
  58. }