| SamplerState g_sSamp : register(s0); | |
| 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; | |
| Texture1DArray <float4> g_tTex1df4a; | |
| Texture1DArray <int4> g_tTex1di4a; | |
| Texture1DArray <uint4> g_tTex1du4a; | |
| Texture2DArray <float4> g_tTex2df4a; | |
| Texture2DArray <int4> g_tTex2di4a; | |
| Texture2DArray <uint4> g_tTex2du4a; | |
| struct PS_OUTPUT | |
| { | |
| float4 Color : SV_Target0; | |
| }; | |
| uniform int c1; | |
| uniform int2 c2; | |
| uniform int3 c3; | |
| uniform int4 c4; | |
| uniform int o1; | |
| uniform int2 o2; | |
| uniform int3 o3; | |
| uniform int4 o4; | |
| int4 Fn1(in int4 x) { return x; } | |
| uint4 Fn1(in uint4 x) { return x; } | |
| float4 Fn1(in float4 x) { return x; } | |
| float4 SomeValue() { return c4; } | |
| PS_OUTPUT main() | |
| { | |
| PS_OUTPUT psout; | |
| // 1D | |
| g_tTex1df4[c1]; | |
| float4 r00 = g_tTex1df4[c1]; | |
| int4 r01 = g_tTex1di4[c1]; | |
| uint4 r02 = g_tTex1du4[c1]; | |
| // 2D | |
| float4 r10 = g_tTex2df4[c2]; | |
| int4 r11 = g_tTex2di4[c2]; | |
| uint4 r12 = g_tTex2du4[c2]; | |
| // 3D | |
| float4 r20 = g_tTex3df4[c3]; | |
| int4 r21 = g_tTex3di4[c3]; | |
| uint4 r22 = g_tTex3du4[c3]; | |
| // Test function calling | |
| Fn1(g_tTex1df4[c1]); // in | |
| Fn1(g_tTex1di4[c1]); // in | |
| Fn1(g_tTex1du4[c1]); // in | |
| psout.Color = 1.0; | |
| return psout; | |
| } |