SPIRV-Cross/shaders-hlsl/frag/image-query.frag
Hans-Kristian Arntzen 1bc5b70752 Add exhaustive image query to HLSL.
Need to strip this down somehow ...
2017-09-20 10:00:13 +02:00

34 lines
1.2 KiB
GLSL

#version 450
layout(binding = 0) uniform sampler1D uSampler1D;
layout(binding = 1) uniform sampler2D uSampler2D;
layout(binding = 2) uniform sampler2DArray uSampler2DArray;
layout(binding = 3) uniform sampler3D uSampler3D;
layout(binding = 4) uniform samplerCube uSamplerCube;
layout(binding = 5) uniform samplerCubeArray uSamplerCubeArray;
layout(binding = 6) uniform samplerBuffer uSamplerBuffer;
layout(binding = 7) uniform sampler2DMS uSamplerMS;
layout(binding = 8) uniform sampler2DMSArray uSamplerMSArray;
void main()
{
int a = textureSize(uSampler1D, 0);
ivec2 b = textureSize(uSampler2D, 0);
ivec3 c = textureSize(uSampler2DArray, 0);
ivec3 d = textureSize(uSampler3D, 0);
ivec2 e = textureSize(uSamplerCube, 0);
ivec3 f = textureSize(uSamplerCubeArray, 0);
int g = textureSize(uSamplerBuffer);
ivec2 h = textureSize(uSamplerMS);
ivec3 i = textureSize(uSamplerMSArray);
int l0 = textureQueryLevels(uSampler1D);
int l1 = textureQueryLevels(uSampler2D);
int l2 = textureQueryLevels(uSampler2DArray);
int l3 = textureQueryLevels(uSampler3D);
int l4 = textureQueryLevels(uSamplerCube);
int l5 = textureQueryLevels(uSamplerCubeArray);
int s0 = textureSamples(uSamplerMS);
int s1 = textureSamples(uSamplerMSArray);
}