| uniform Buffer <float4> g_tTexbf4_test : register(t0); | |
| Buffer g_tTexbf4; // default is float4 | |
| Buffer <int4> g_tTexbi4; | |
| Buffer <uint4> g_tTexbu4; | |
| struct PS_OUTPUT | |
| { | |
| float4 Color : SV_Target0; | |
| float Depth : SV_Depth; | |
| }; | |
| uniform int c1; | |
| uniform int2 c2; | |
| uniform int3 c3; | |
| uniform int4 c4; | |
| uniform int o1; | |
| uniform int2 o2; | |
| uniform int3 o3; | |
| uniform int4 o4; | |
| PS_OUTPUT main() | |
| { | |
| PS_OUTPUT psout; | |
| // Buffer | |
| float4 r00 = g_tTexbf4.Load(c1); | |
| int4 r01 = g_tTexbi4.Load(c1); | |
| uint4 r02 = g_tTexbu4.Load(c1); | |
| // TODO: other types that can be put in sampler buffers, like float2x2, and float3. | |
| psout.Color = 1.0; | |
| psout.Depth = 1.0; | |
| return psout; | |
| } |