1 SamplerComparisonState 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 PS_OUTPUT main() 38 { 39 PS_OUTPUT psout; 40 41 // 1DArray 42 float r10 = g_tTex1df4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); 43 float r12 = g_tTex1di4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); 44 float r14 = g_tTex1du4a . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); 45 46 // 2DArray 47 float r30 = g_tTex2df4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); 48 float r32 = g_tTex2di4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); 49 float r34 = g_tTex2du4a . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); 50 51 // CubeArray 52 float r60 = g_tTexcdf4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75); 53 float r62 = g_tTexcdi4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75); 54 float r64 = g_tTexcdu4a . SampleCmp(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.75); 55 56 psout.Color = 1.0; 57 psout.Depth = 1.0; 58 59 return psout; 60 } 61