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

62 lines
1.6 KiB
GLSL

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;
// 1D
float r00 = g_tTex1df4 . SampleCmp(g_sSamp, 0.1, 0.75);
float r02 = g_tTex1di4 . SampleCmp(g_sSamp, 0.1, 0.75);
float r04 = g_tTex1du4 . SampleCmp(g_sSamp, 0.1, 0.75);
// 2D
float r20 = g_tTex2df4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
float r22 = g_tTex2di4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
float r24 = g_tTex2du4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75);
// *** There's no SampleCmp on 3D textures
float r50 = g_tTexcdf4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
float r52 = g_tTexcdi4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
float r54 = g_tTexcdu4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}