mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-23 19:29:44 +00:00
07830e805b
Improve comments. A few tweaked lines allow [] on non-rw tx. Add test case for this. Improve VectorTimesScalar handling.
74 lines
1.4 KiB
GLSL
74 lines
1.4 KiB
GLSL
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;
|
|
}
|