glslang/Test/hlsl.calculatelodunclamped.dx10.frag

45 lines
1.5 KiB
GLSL

SamplerState g_sSamp : register(s0);
Texture1DArray g_tTex1df4a : register(t1);
uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
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;
// LOD queries do not pass array level in coordinate.
float txval10 = g_tTex1df4a . CalculateLevelOfDetailUnclamped(g_sSamp, 0.1);
float txval11 = g_tTex1di4a . CalculateLevelOfDetailUnclamped(g_sSamp, 0.2);
float txval12 = g_tTex1du4a . CalculateLevelOfDetailUnclamped(g_sSamp, 0.3);
float txval20 = g_tTex2df4a . CalculateLevelOfDetailUnclamped(g_sSamp, float2(0.1, 0.2));
float txval21 = g_tTex2di4a . CalculateLevelOfDetailUnclamped(g_sSamp, float2(0.3, 0.4));
float txval22 = g_tTex2du4a . CalculateLevelOfDetailUnclamped(g_sSamp, float2(0.5, 0.6));
float txval40 = g_tTexcdf4a . CalculateLevelOfDetailUnclamped(g_sSamp, float3(0.1, 0.2, 0.3));
float txval41 = g_tTexcdi4a . CalculateLevelOfDetailUnclamped(g_sSamp, float3(0.4, 0.5, 0.6));
float txval42 = g_tTexcdu4a . CalculateLevelOfDetailUnclamped(g_sSamp, float3(0.7, 0.8, 0.9));
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}