hlsl.tx.bracket.frag 1.4 KB

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  1. SamplerState g_sSamp : register(s0);
  2. 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. Texture1DArray <float4> g_tTex1df4a;
  12. Texture1DArray <int4> g_tTex1di4a;
  13. Texture1DArray <uint4> g_tTex1du4a;
  14. Texture2DArray <float4> g_tTex2df4a;
  15. Texture2DArray <int4> g_tTex2di4a;
  16. Texture2DArray <uint4> g_tTex2du4a;
  17. struct PS_OUTPUT
  18. {
  19. float4 Color : SV_Target0;
  20. };
  21. uniform int c1;
  22. uniform int2 c2;
  23. uniform int3 c3;
  24. uniform int4 c4;
  25. uniform int o1;
  26. uniform int2 o2;
  27. uniform int3 o3;
  28. uniform int4 o4;
  29. int4 Fn1(in int4 x) { return x; }
  30. uint4 Fn1(in uint4 x) { return x; }
  31. float4 Fn1(in float4 x) { return x; }
  32. float4 SomeValue() { return c4; }
  33. PS_OUTPUT main()
  34. {
  35. PS_OUTPUT psout;
  36. // 1D
  37. g_tTex1df4[c1];
  38. float4 r00 = g_tTex1df4[c1];
  39. int4 r01 = g_tTex1di4[c1];
  40. uint4 r02 = g_tTex1du4[c1];
  41. // 2D
  42. float4 r10 = g_tTex2df4[c2];
  43. int4 r11 = g_tTex2di4[c2];
  44. uint4 r12 = g_tTex2du4[c2];
  45. // 3D
  46. float4 r20 = g_tTex3df4[c3];
  47. int4 r21 = g_tTex3di4[c3];
  48. uint4 r22 = g_tTex3du4[c3];
  49. // Test function calling
  50. Fn1(g_tTex1df4[c1]); // in
  51. Fn1(g_tTex1di4[c1]); // in
  52. Fn1(g_tTex1du4[c1]); // in
  53. psout.Color = 1.0;
  54. return psout;
  55. }