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- SamplerState g_sSamp : register(s0);
- Texture1D <float4> g_tTex1df4 : register(t0);
- Texture1D <int4> g_tTex1di4;
- Texture1D <uint4> g_tTex1du4;
- Texture2D <float4> g_tTex2df4;
- Texture2D <int4> g_tTex2di4;
- Texture2D <uint4> g_tTex2du4;
- Texture3D <float4> g_tTex3df4;
- Texture3D <int4> g_tTex3di4;
- Texture3D <uint4> g_tTex3du4;
- Texture1DArray <float4> g_tTex1df4a;
- Texture1DArray <int4> g_tTex1di4a;
- Texture1DArray <uint4> g_tTex1du4a;
- Texture2DArray <float4> g_tTex2df4a;
- Texture2DArray <int4> g_tTex2di4a;
- Texture2DArray <uint4> g_tTex2du4a;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- };
- uniform int c1;
- uniform int2 c2;
- uniform int3 c3;
- uniform int4 c4;
- uniform int o1;
- uniform int2 o2;
- uniform int3 o3;
- uniform int4 o4;
- int4 Fn1(in int4 x) { return x; }
- uint4 Fn1(in uint4 x) { return x; }
- float4 Fn1(in float4 x) { return x; }
- float4 SomeValue() { return c4; }
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- // 1D
- g_tTex1df4[c1];
-
- float4 r00 = g_tTex1df4[c1];
- int4 r01 = g_tTex1di4[c1];
- uint4 r02 = g_tTex1du4[c1];
- // 2D
- float4 r10 = g_tTex2df4[c2];
- int4 r11 = g_tTex2di4[c2];
- uint4 r12 = g_tTex2du4[c2];
-
- // 3D
- float4 r20 = g_tTex3df4[c3];
- int4 r21 = g_tTex3di4[c3];
- uint4 r22 = g_tTex3du4[c3];
- // Test function calling
- Fn1(g_tTex1df4[c1]); // in
- Fn1(g_tTex1di4[c1]); // in
- Fn1(g_tTex1du4[c1]); // in
- psout.Color = 1.0;
- return psout;
- }
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