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- SamplerState g_sSamp : register(s0);
- Texture1DArray g_tTex1df4a : register(t1);
- uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
- Texture1DArray <int4> g_tTex1di4;
- Texture1DArray <uint4> g_tTex1du4;
- Texture2DArray <float4> g_tTex2df4;
- Texture2DArray <int4> g_tTex2di4;
- Texture2DArray <uint4> g_tTex2du4;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- float Depth : SV_Depth;
- };
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, 0);
- int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, float2(0.2, 0.3), 0.5, 1);
- uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, 2);
- float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int2(0,0));
- int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float3(0.3, 0.4, 0.5), 0.5, int2(0,0));
- uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float3(0.5, 0.6, 0.7), 0.5, int2(0,1));
- // No offset array forms for 3D or cube
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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