hlsl.samplebias.offsetarray.dx10.frag 1.1 KB

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  1. SamplerState g_sSamp : register(s0);
  2. Texture1DArray g_tTex1df4a : register(t1);
  3. uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
  4. Texture1DArray <int4> g_tTex1di4;
  5. Texture1DArray <uint4> g_tTex1du4;
  6. Texture2DArray <float4> g_tTex2df4;
  7. Texture2DArray <int4> g_tTex2di4;
  8. Texture2DArray <uint4> g_tTex2du4;
  9. struct PS_OUTPUT
  10. {
  11. float4 Color : SV_Target0;
  12. float Depth : SV_Depth;
  13. };
  14. PS_OUTPUT main()
  15. {
  16. PS_OUTPUT psout;
  17. float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, 0);
  18. int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, float2(0.2, 0.3), 0.5, 1);
  19. uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, 2);
  20. float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int2(0,0));
  21. int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float3(0.3, 0.4, 0.5), 0.5, int2(0,0));
  22. uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float3(0.5, 0.6, 0.7), 0.5, int2(0,1));
  23. // No offset array forms for 3D or cube
  24. psout.Color = 1.0;
  25. psout.Depth = 1.0;
  26. return psout;
  27. }