glslang/Test/hlsl.samplecmp.array.dx10.frag

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SamplerComparisonState g_sSamp : register(s0);
uniform 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;
TextureCube <float4> g_tTexcdf4;
TextureCube <int4> g_tTexcdi4;
TextureCube <uint4> g_tTexcdu4;
Texture1DArray <float4> g_tTex1df4a;
Texture1DArray <int4> g_tTex1di4a;
Texture1DArray <uint4> g_tTex1du4a;
Texture2DArray <float4> g_tTex2df4a;
Texture2DArray <int4> g_tTex2di4a;
Texture2DArray <uint4> g_tTex2du4a;
TextureCubeArray <float4> g_tTexcdf4a;
TextureCubeArray <int4> g_tTexcdi4a;
TextureCubeArray <uint4> g_tTexcdu4a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1DArray
float r10 = g_tTex1df4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
float r12 = g_tTex1di4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
float r14 = g_tTex1du4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
// 2DArray
float r30 = g_tTex2df4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
float r32 = g_tTex2di4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
float r34 = g_tTex2du4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
// CubeArray
float r60 = g_tTexcdf4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75);
float r62 = g_tTexcdi4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75);
float r64 = g_tTexcdu4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75);
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}