glslang/Test/hlsl.load.offsetarray.dx10.frag
2021-06-08 10:39:55 -04:00

75 lines
1.4 KiB
GLSL

SamplerState 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;
};
uniform int c1;
uniform int2 c2;
uniform int3 c3;
uniform int4 c4;
int getOffset1()
{
return 1;
}
int2 getOffset2()
{
return int2(1, 1);
}
PS_OUTPUT main()
{
PS_OUTPUT psout;
// 1DArray
g_tTex1df4a.Load(c3, getOffset1());
g_tTex1di4a.Load(c3, getOffset1());
g_tTex1du4a.Load(c3, getOffset1());
// 2DArray
g_tTex2df4a.Load(c4, getOffset2());
g_tTex2di4a.Load(c4, getOffset2());
g_tTex2du4a.Load(c4, getOffset2());
// TODO:
// Load, SampleIndex
// Load, SampleIndex, Offset
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}