mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-20 02:08:14 +00:00
4f2da27aec
This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
141 lines
2.8 KiB
GLSL
141 lines
2.8 KiB
GLSL
SamplerState g_sSamp : register(s0);
|
|
|
|
RWTexture1D <float> g_tTex1df1;
|
|
RWTexture1D <int> g_tTex1di1;
|
|
RWTexture1D <uint> g_tTex1du1;
|
|
|
|
RWTexture2D <float> g_tTex2df1;
|
|
RWTexture2D <int> g_tTex2di1;
|
|
RWTexture2D <uint> g_tTex2du1;
|
|
|
|
RWTexture3D <float> g_tTex3df1;
|
|
RWTexture3D <int> g_tTex3di1;
|
|
RWTexture3D <uint> g_tTex3du1;
|
|
|
|
RWTexture1DArray <float> g_tTex1df1a;
|
|
RWTexture1DArray <int> g_tTex1di1a;
|
|
RWTexture1DArray <uint> g_tTex1du1a;
|
|
|
|
RWTexture2DArray <float> g_tTex2df1a;
|
|
RWTexture2DArray <int> g_tTex2di1a;
|
|
RWTexture2DArray <uint> g_tTex2du1a;
|
|
|
|
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;
|
|
|
|
uniform float uf1;
|
|
uniform int ui1;
|
|
uniform uint uu1;
|
|
|
|
int Fn1(in int x) { return x; }
|
|
uint Fn1(in uint x) { return x; }
|
|
float Fn1(in float x) { return x; }
|
|
|
|
void Fn2(out int x) { x = int(0); }
|
|
void Fn2(out uint x) { x = uint(0); }
|
|
void Fn2(out float x) { x = float(0); }
|
|
|
|
float SomeValue() { return c1; }
|
|
|
|
PS_OUTPUT main()
|
|
{
|
|
PS_OUTPUT psout;
|
|
|
|
// 1D
|
|
g_tTex1df1[c1];
|
|
|
|
float r00 = g_tTex1df1[c1];
|
|
int r01 = g_tTex1di1[c1];
|
|
uint r02 = g_tTex1du1[c1];
|
|
|
|
// 2D
|
|
float r10 = g_tTex2df1[c2];
|
|
int r11 = g_tTex2di1[c2];
|
|
uint r12 = g_tTex2du1[c2];
|
|
|
|
// 3D
|
|
float r20 = g_tTex3df1[c3];
|
|
int r21 = g_tTex3di1[c3];
|
|
uint r22 = g_tTex3du1[c3];
|
|
|
|
float lf1 = uf1;
|
|
|
|
// Test as L-values
|
|
// 1D
|
|
g_tTex1df1[c1] = SomeValue(); // complex R-value
|
|
g_tTex1df1[c1] = lf1;
|
|
g_tTex1di1[c1] = int(2);
|
|
g_tTex1du1[c1] = uint(3);
|
|
|
|
// Test some operator= things, which need to do both a load and a store.
|
|
float val1 = (g_tTex1df1[c1] *= 2.0);
|
|
g_tTex1df1[c1] -= 3.0;
|
|
g_tTex1df1[c1] += 4.0;
|
|
|
|
g_tTex1di1[c1] /= 2;
|
|
g_tTex1di1[c1] %= 2;
|
|
g_tTex1di1[c1] &= 0xffff;
|
|
g_tTex1di1[c1] |= 0xf0f0;
|
|
g_tTex1di1[c1] <<= 2;
|
|
g_tTex1di1[c1] >>= 2;
|
|
|
|
// 2D
|
|
g_tTex2df1[c2] = SomeValue(); // complex L-value
|
|
g_tTex2df1[c2] = lf1;
|
|
g_tTex2di1[c2] = int(5);
|
|
g_tTex2du1[c2] = uint(6);
|
|
|
|
// 3D
|
|
g_tTex3df1[c3] = SomeValue(); // complex L-value
|
|
g_tTex3df1[c3] = lf1;
|
|
g_tTex3di1[c3] = int(8);
|
|
g_tTex3du1[c3] = uint(9);
|
|
|
|
// Test function calling
|
|
Fn1(g_tTex1df1[c1]); // in
|
|
Fn1(g_tTex1di1[c1]); // in
|
|
Fn1(g_tTex1du1[c1]); // in
|
|
|
|
Fn2(g_tTex1df1[c1]); // out
|
|
Fn2(g_tTex1di1[c1]); // out
|
|
Fn2(g_tTex1du1[c1]); // out
|
|
|
|
// Test increment operators
|
|
// pre-ops
|
|
++g_tTex1df1[c1];
|
|
++g_tTex1di1[c1];
|
|
++g_tTex1du1[c1];
|
|
|
|
--g_tTex1df1[c1];
|
|
--g_tTex1di1[c1];
|
|
--g_tTex1du1[c1];
|
|
|
|
// post-ops
|
|
g_tTex1df1[c1]++;
|
|
g_tTex1du1[c1]--;
|
|
g_tTex1di1[c1]++;
|
|
|
|
g_tTex1df1[c1]--;
|
|
g_tTex1di1[c1]++;
|
|
g_tTex1du1[c1]--;
|
|
|
|
// read and write
|
|
g_tTex1df1[1] = g_tTex2df1[int2(2, 3)];
|
|
|
|
psout.Color = 1.0;
|
|
|
|
return psout;
|
|
}
|