glslang/Test/hlsl.rw.bracket.frag

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SamplerState g_sSamp : register(s0);
RWTexture1D <float4> g_tTex1df4 : register(t0);
RWTexture1D <int4> g_tTex1di4;
RWTexture1D <uint4> g_tTex1du4;
RWTexture2D <float4> g_tTex2df4;
RWTexture2D <int4> g_tTex2di4;
RWTexture2D <uint4> g_tTex2du4;
RWTexture3D <float4> g_tTex3df4;
RWTexture3D <int4> g_tTex3di4;
RWTexture3D <uint4> g_tTex3du4;
RWTexture1DArray <float4> g_tTex1df4a;
RWTexture1DArray <int4> g_tTex1di4a;
RWTexture1DArray <uint4> g_tTex1du4a;
RWTexture2DArray <float4> g_tTex2df4a;
RWTexture2DArray <int4> g_tTex2di4a;
RWTexture2DArray <uint4> g_tTex2du4a;
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 float4 uf4;
uniform int4 ui4;
uniform uint4 uu4;
int4 Fn1(in int4 x) { return x; }
uint4 Fn1(in uint4 x) { return x; }
float4 Fn1(in float4 x) { return x; }
void Fn2(out int4 x) { x = int4(0); }
void Fn2(out uint4 x) { x = uint4(0); }
void Fn2(out float4 x) { x = float4(0); }
float4 SomeValue() { return c4; }
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1D
g_tTex1df4[c1];
float4 r00 = g_tTex1df4[c1];
int4 r01 = g_tTex1di4[c1];
uint4 r02 = g_tTex1du4[c1];
// 2D
float4 r10 = g_tTex2df4[c2];
int4 r11 = g_tTex2di4[c2];
uint4 r12 = g_tTex2du4[c2];
// 3D
float4 r20 = g_tTex3df4[c3];
int4 r21 = g_tTex3di4[c3];
uint4 r22 = g_tTex3du4[c3];
float4 lf4 = uf4;
// Test as L-values
// 1D
g_tTex1df4[c1] = SomeValue(); // complex R-value
g_tTex1df4[c1] = lf4;
g_tTex1di4[c1] = int4(2,2,3,4);
g_tTex1du4[c1] = uint4(3,2,3,4);
// Test some operator= things, which need to do both a load and a store.
float4 val1 = (g_tTex1df4[c1] *= 2.0);
g_tTex1df4[c1] -= 3.0;
g_tTex1df4[c1] += 4.0;
g_tTex1di4[c1] /= 2;
g_tTex1di4[c1] %= 2;
g_tTex1di4[c1] &= 0xffff;
g_tTex1di4[c1] |= 0xf0f0;
g_tTex1di4[c1] <<= 2;
g_tTex1di4[c1] >>= 2;
// 2D
g_tTex2df4[c2] = SomeValue(); // complex L-value
g_tTex2df4[c2] = lf4;
g_tTex2di4[c2] = int4(5,2,3,4);
g_tTex2du4[c2] = uint4(6,2,3,4);
// 3D
g_tTex3df4[c3] = SomeValue(); // complex L-value
g_tTex3df4[c3] = lf4;
g_tTex3di4[c3] = int4(8,6,7,8);
g_tTex3du4[c3] = uint4(9,2,3,4);
// Test function calling
Fn1(g_tTex1df4[c1]); // in
Fn1(g_tTex1di4[c1]); // in
Fn1(g_tTex1du4[c1]); // in
Fn2(g_tTex1df4[c1]); // out
Fn2(g_tTex1di4[c1]); // out
Fn2(g_tTex1du4[c1]); // out
// Test increment operators
// pre-ops
++g_tTex1df4[c1];
++g_tTex1di4[c1];
++g_tTex1du4[c1];
--g_tTex1df4[c1];
--g_tTex1di4[c1];
--g_tTex1du4[c1];
// post-ops
g_tTex1df4[c1]++;
g_tTex1du4[c1]--;
g_tTex1di4[c1]++;
g_tTex1df4[c1]--;
g_tTex1di4[c1]++;
g_tTex1du4[c1]--;
// read and write
g_tTex1df4[1] = g_tTex2df4[int2(2,3)];
psout.Color = 1.0;
return psout;
}