glslang/Test/hlsl.load.basic.dx10.frag

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SamplerState g_sSamp : register(s0);
uniform 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;
TextureCube <float4> g_tTexcdf4;
TextureCube <int4> g_tTexcdi4;
TextureCube <uint4> g_tTexcdu4;
Texture1DArray <float4> g_tTex1df4a;
Texture1DArray <int4> g_tTex1di4a;
Texture1DArray <uint4> g_tTex1du4a;
Texture2DArray <float4> g_tTex2df4a;
Texture2DArray <int4> g_tTex2di4a;
Texture2DArray <uint4> g_tTex2du4a;
TextureCubeArray <float4> g_tTexcdf4a;
TextureCubeArray <int4> g_tTexcdi4a;
TextureCubeArray <uint4> g_tTexcdu4a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
uniform int o1;
uniform int2 o2;
uniform int3 o3;
uniform int4 o4;
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1D
g_tTex1df4.Load(c2);
g_tTex1di4.Load(c2);
g_tTex1du4.Load(c2);
// 2D
g_tTex2df4.Load(c3);
g_tTex2di4.Load(c3);
g_tTex2du4.Load(c3);
// 3D
g_tTex3df4.Load(c4);
g_tTex3di4.Load(c4);
g_tTex3du4.Load(c4);
// Offset has no Cube or CubeArray forms
// TODO:
// Load, SampleIndex
// Load, SampleIndex, Offset
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}