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https://github.com/RPCS3/glslang.git
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07830e805b
Improve comments. A few tweaked lines allow [] on non-rw tx. Add test case for this. Improve VectorTimesScalar handling.
141 lines
2.9 KiB
GLSL
141 lines
2.9 KiB
GLSL
SamplerState g_sSamp : register(s0);
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RWTexture1D <float4> g_tTex1df4 : register(t0);
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RWTexture1D <int4> g_tTex1di4;
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RWTexture1D <uint4> g_tTex1du4;
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RWTexture2D <float4> g_tTex2df4;
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RWTexture2D <int4> g_tTex2di4;
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RWTexture2D <uint4> g_tTex2du4;
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RWTexture3D <float4> g_tTex3df4;
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RWTexture3D <int4> g_tTex3di4;
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RWTexture3D <uint4> g_tTex3du4;
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RWTexture1DArray <float4> g_tTex1df4a;
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RWTexture1DArray <int4> g_tTex1di4a;
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RWTexture1DArray <uint4> g_tTex1du4a;
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RWTexture2DArray <float4> g_tTex2df4a;
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RWTexture2DArray <int4> g_tTex2di4a;
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RWTexture2DArray <uint4> g_tTex2du4a;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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uniform int c1;
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uniform int2 c2;
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uniform int3 c3;
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uniform int4 c4;
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uniform int o1;
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uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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uniform float4 uf4;
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uniform int4 ui4;
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uniform uint4 uu4;
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int4 Fn1(in int4 x) { return x; }
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uint4 Fn1(in uint4 x) { return x; }
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float4 Fn1(in float4 x) { return x; }
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void Fn2(out int4 x) { x = int4(0); }
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void Fn2(out uint4 x) { x = uint4(0); }
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void Fn2(out float4 x) { x = float4(0); }
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float4 SomeValue() { return c4; }
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// 1D
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g_tTex1df4[c1];
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float4 r00 = g_tTex1df4[c1];
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int4 r01 = g_tTex1di4[c1];
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uint4 r02 = g_tTex1du4[c1];
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// 2D
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float4 r10 = g_tTex2df4[c2];
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int4 r11 = g_tTex2di4[c2];
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uint4 r12 = g_tTex2du4[c2];
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// 3D
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float4 r20 = g_tTex3df4[c3];
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int4 r21 = g_tTex3di4[c3];
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uint4 r22 = g_tTex3du4[c3];
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float4 lf4 = uf4;
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// Test as L-values
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// 1D
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g_tTex1df4[c1] = SomeValue(); // complex R-value
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g_tTex1df4[c1] = lf4;
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g_tTex1di4[c1] = int4(2,2,3,4);
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g_tTex1du4[c1] = uint4(3,2,3,4);
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// Test some operator= things, which need to do both a load and a store.
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float4 val1 = (g_tTex1df4[c1] *= 2.0);
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g_tTex1df4[c1] -= 3.0;
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g_tTex1df4[c1] += 4.0;
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g_tTex1di4[c1] /= 2;
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g_tTex1di4[c1] %= 2;
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g_tTex1di4[c1] &= 0xffff;
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g_tTex1di4[c1] |= 0xf0f0;
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g_tTex1di4[c1] <<= 2;
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g_tTex1di4[c1] >>= 2;
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// 2D
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g_tTex2df4[c2] = SomeValue(); // complex L-value
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g_tTex2df4[c2] = lf4;
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g_tTex2di4[c2] = int4(5,2,3,4);
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g_tTex2du4[c2] = uint4(6,2,3,4);
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// 3D
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g_tTex3df4[c3] = SomeValue(); // complex L-value
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g_tTex3df4[c3] = lf4;
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g_tTex3di4[c3] = int4(8,6,7,8);
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g_tTex3du4[c3] = uint4(9,2,3,4);
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// Test function calling
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Fn1(g_tTex1df4[c1]); // in
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Fn1(g_tTex1di4[c1]); // in
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Fn1(g_tTex1du4[c1]); // in
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Fn2(g_tTex1df4[c1]); // out
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Fn2(g_tTex1di4[c1]); // out
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Fn2(g_tTex1du4[c1]); // out
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// Test increment operators
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// pre-ops
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++g_tTex1df4[c1];
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++g_tTex1di4[c1];
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++g_tTex1du4[c1];
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--g_tTex1df4[c1];
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--g_tTex1di4[c1];
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--g_tTex1du4[c1];
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// post-ops
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g_tTex1df4[c1]++;
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g_tTex1du4[c1]--;
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g_tTex1di4[c1]++;
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g_tTex1df4[c1]--;
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g_tTex1di4[c1]++;
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g_tTex1du4[c1]--;
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// read and write
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g_tTex1df4[1] = g_tTex2df4[int2(2,3)];
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psout.Color = 1.0;
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return psout;
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}
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