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bb0183f817
There's a lot to do for RWTexture and RWBuffer, so it will be broken up into several PRs. This is #1. This adds RWTexture and RWBuffer support, with the following limitations: * Only 4 component formats supported * No operator[] yet Those will be added in other PRs. This PR supports declarations and the Load & GetDimensions methods. New tests are added.
97 lines
2.3 KiB
GLSL
97 lines
2.3 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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RWBuffer <float4> g_tBuffF;
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RWBuffer <int4> g_tBuffI;
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RWBuffer <uint4> g_tBuffU;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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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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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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uint MipLevel;
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uint WidthU;
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uint HeightU;
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uint ElementsU;
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uint DepthU;
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uint NumberOfLevelsU;
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uint NumberOfSamplesU;
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float WidthF;
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float HeightF;
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float ElementsF;
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float DepthF;
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float NumberOfLevelsF;
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float NumberOfSamplesF;
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// 1D, float/int/uint, uint params
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g_tTex1df4.GetDimensions(WidthU);
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g_tTex1di4.GetDimensions(WidthU);
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g_tTex1du4.GetDimensions(WidthU);
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// buffer, float/int/uint, uint params
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g_tBuffF.GetDimensions(WidthU);
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g_tBuffI.GetDimensions(WidthU);
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g_tBuffU.GetDimensions(WidthU);
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// 1DArray, float/int/uint, uint params
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g_tTex1df4a.GetDimensions(WidthU, ElementsU);
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g_tTex1di4a.GetDimensions(WidthU, ElementsU);
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g_tTex1du4a.GetDimensions(WidthU, ElementsU);
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// 2D, float/int/uint, uint params
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g_tTex2df4.GetDimensions(WidthU, HeightU);
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g_tTex2di4.GetDimensions(WidthU, HeightU);
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g_tTex2du4.GetDimensions(WidthU, HeightU);
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// 2DArray, float/int/uint, uint params
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g_tTex2df4a.GetDimensions(WidthU, HeightU, ElementsU);
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g_tTex2di4a.GetDimensions(WidthU, HeightU, ElementsU);
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g_tTex2du4a.GetDimensions(WidthU, HeightU, ElementsU);
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// 3D, float/int/uint, uint params
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g_tTex3df4.GetDimensions(WidthU, HeightU, DepthU);
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g_tTex3di4.GetDimensions(WidthU, HeightU, DepthU);
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g_tTex3du4.GetDimensions(WidthU, HeightU, DepthU);
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psout.Color = 1.0;
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psout.Depth = 1.0;
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return psout;
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}
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