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bb0183f817
There's a lot to do for RWTexture and RWBuffer, so it will be broken up into several PRs. This is #1. This adds RWTexture and RWBuffer support, with the following limitations: * Only 4 component formats supported * No operator[] yet Those will be added in other PRs. This PR supports declarations and the Load & GetDimensions methods. New tests are added.
58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
SamplerState g_sSamp : register(s0);
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RWTexture1D <float4> g_tTex1df4 : register(t0);
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RWTexture1D <int4> g_tTex1di4;
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RWTexture1D <uint4> g_tTex1du4;
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RWTexture2D <float4> g_tTex2df4;
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RWTexture2D <int4> g_tTex2di4;
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RWTexture2D <uint4> g_tTex2du4;
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RWTexture3D <float4> g_tTex3df4;
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RWTexture3D <int4> g_tTex3di4;
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RWTexture3D <uint4> g_tTex3du4;
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RWTexture1DArray <float4> g_tTex1df4a;
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RWTexture1DArray <int4> g_tTex1di4a;
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RWTexture1DArray <uint4> g_tTex1du4a;
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RWTexture2DArray <float4> g_tTex2df4a;
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RWTexture2DArray <int4> g_tTex2di4a;
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RWTexture2DArray <uint4> g_tTex2du4a;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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};
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uniform int c1;
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uniform int2 c2;
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uniform int3 c3;
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uniform int4 c4;
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uniform int o1;
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uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// 1D
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g_tTex1df4a.Load(c2);
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g_tTex1di4a.Load(c2);
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g_tTex1du4a.Load(c2);
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// 2D
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g_tTex2df4a.Load(c3);
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g_tTex2di4a.Load(c3);
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g_tTex2du4a.Load(c3);
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psout.Color = 1.0;
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psout.Depth = 1.0;
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return psout;
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}
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