hlsl.load.rwtexture.array.dx10.frag 1.1 KB

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  1. SamplerState g_sSamp : register(s0);
  2. RWTexture1D <float4> g_tTex1df4 : register(t0);
  3. RWTexture1D <int4> g_tTex1di4;
  4. RWTexture1D <uint4> g_tTex1du4;
  5. RWTexture2D <float4> g_tTex2df4;
  6. RWTexture2D <int4> g_tTex2di4;
  7. RWTexture2D <uint4> g_tTex2du4;
  8. RWTexture3D <float4> g_tTex3df4;
  9. RWTexture3D <int4> g_tTex3di4;
  10. RWTexture3D <uint4> g_tTex3du4;
  11. RWTexture1DArray <float4> g_tTex1df4a;
  12. RWTexture1DArray <int4> g_tTex1di4a;
  13. RWTexture1DArray <uint4> g_tTex1du4a;
  14. RWTexture2DArray <float4> g_tTex2df4a;
  15. RWTexture2DArray <int4> g_tTex2di4a;
  16. RWTexture2DArray <uint4> g_tTex2du4a;
  17. struct PS_OUTPUT
  18. {
  19. float4 Color : SV_Target0;
  20. float Depth : SV_Depth;
  21. };
  22. uniform int c1;
  23. uniform int2 c2;
  24. uniform int3 c3;
  25. uniform int4 c4;
  26. uniform int o1;
  27. uniform int2 o2;
  28. uniform int3 o3;
  29. uniform int4 o4;
  30. PS_OUTPUT main()
  31. {
  32. PS_OUTPUT psout;
  33. // 1D
  34. g_tTex1df4a.Load(c2);
  35. g_tTex1di4a.Load(c2);
  36. g_tTex1du4a.Load(c2);
  37. // 2D
  38. g_tTex2df4a.Load(c3);
  39. g_tTex2di4a.Load(c3);
  40. g_tTex2du4a.Load(c3);
  41. psout.Color = 1.0;
  42. psout.Depth = 1.0;
  43. return psout;
  44. }