1 SamplerState g_sSamp : register(s0); 2 3 uniform Texture1D <float4> g_tTex1df4 : register(t0); 4 Texture1D <int4> g_tTex1di4; 5 Texture1D <uint4> g_tTex1du4; 6 7 Texture2D <float4> g_tTex2df4; 8 Texture2D <int4> g_tTex2di4; 9 Texture2D <uint4> g_tTex2du4; 10 11 Texture3D <float4> g_tTex3df4; 12 Texture3D <int4> g_tTex3di4; 13 Texture3D <uint4> g_tTex3du4; 14 15 TextureCube <float4> g_tTexcdf4; 16 TextureCube <int4> g_tTexcdi4; 17 TextureCube <uint4> g_tTexcdu4; 18 19 Texture1DArray <float4> g_tTex1df4a; 20 Texture1DArray <int4> g_tTex1di4a; 21 Texture1DArray <uint4> g_tTex1du4a; 22 23 Texture2DArray <float4> g_tTex2df4a; 24 Texture2DArray <int4> g_tTex2di4a; 25 Texture2DArray <uint4> g_tTex2du4a; 26 27 TextureCubeArray <float4> g_tTexcdf4a; 28 TextureCubeArray <int4> g_tTexcdi4a; 29 TextureCubeArray <uint4> g_tTexcdu4a; 30 31 struct PS_OUTPUT 32 { 33 float4 Color : SV_Target0; 34 float Depth : SV_Depth; 35 }; 36 37 uniform int c1; 38 uniform int2 c2; 39 uniform int3 c3; 40 uniform int4 c4; 41 42 uniform int o1; 43 uniform int2 o2; 44 uniform int3 o3; 45 uniform int4 o4; 46 47 PS_OUTPUT main() 48 { 49 PS_OUTPUT psout; 50 51 // 1D 52 g_tTex1df4.Load(c2); 53 g_tTex1di4.Load(c2); 54 g_tTex1du4.Load(c2); 55 56 // 2D 57 g_tTex2df4.Load(c3); 58 g_tTex2di4.Load(c3); 59 g_tTex2du4.Load(c3); 60 61 // 3D 62 g_tTex3df4.Load(c4); 63 g_tTex3di4.Load(c4); 64 g_tTex3du4.Load(c4); 65 66 // Offset has no Cube or CubeArray forms 67 68 // TODO: 69 // Load, SampleIndex 70 // Load, SampleIndex, Offset 71 72 psout.Color = 1.0; 73 psout.Depth = 1.0; 74 75 return psout; 76 } 77