141 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
SamplerState       g_sSamp : register(s0);
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RWTexture1D <float4> g_tTex1df4 : register(t0);
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RWTexture1D <int4>   g_tTex1di4;
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RWTexture1D <uint4>  g_tTex1du4;
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RWTexture2D <float4> g_tTex2df4;
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RWTexture2D <int4>   g_tTex2di4;
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RWTexture2D <uint4>  g_tTex2du4;
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RWTexture3D <float4> g_tTex3df4;
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RWTexture3D <int4>   g_tTex3di4;
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RWTexture3D <uint4>  g_tTex3du4;
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RWTexture1DArray <float4> g_tTex1df4a;
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RWTexture1DArray <int4>   g_tTex1di4a;
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RWTexture1DArray <uint4>  g_tTex1du4a;
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RWTexture2DArray <float4> g_tTex2df4a;
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RWTexture2DArray <int4>   g_tTex2di4a;
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RWTexture2DArray <uint4>  g_tTex2du4a;
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struct PS_OUTPUT
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{
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    float4 Color : SV_Target0;
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};
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uniform int   c1;
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uniform int2  c2;
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uniform int3  c3;
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uniform int4  c4;
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uniform int   o1;
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uniform int2  o2;
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uniform int3  o3;
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uniform int4  o4;
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uniform float4 uf4;
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uniform int4   ui4;
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uniform uint4  uu4;
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int4   Fn1(in int4 x)   { return x; }
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uint4  Fn1(in uint4 x)  { return x; }
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float4 Fn1(in float4 x) { return x; }
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void Fn2(out int4 x)   { x = int4(0); }
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void Fn2(out uint4 x)  { x = uint4(0); }
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void Fn2(out float4 x) { x = float4(0); }
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float4 SomeValue() { return c4; }
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PS_OUTPUT main()
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{
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   PS_OUTPUT psout;
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   // 1D
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   g_tTex1df4[c1];
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   float4 r00 = g_tTex1df4[c1];
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   int4   r01 = g_tTex1di4[c1];
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   uint4  r02 = g_tTex1du4[c1];
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   // 2D
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   float4 r10 = g_tTex2df4[c2];
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   int4   r11 = g_tTex2di4[c2];
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   uint4  r12 = g_tTex2du4[c2];
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   // 3D
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   float4 r20 = g_tTex3df4[c3];
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   int4   r21 = g_tTex3di4[c3];
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   uint4  r22 = g_tTex3du4[c3];
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   float4 lf4 = uf4;
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   // Test as L-values
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   // 1D
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   g_tTex1df4[c1] = SomeValue(); // complex R-value
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   g_tTex1df4[c1] = lf4;
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   g_tTex1di4[c1] = int4(2,2,3,4);
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   g_tTex1du4[c1] = uint4(3,2,3,4);
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   // Test some operator= things, which need to do both a load and a store.
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   float4 val1 = (g_tTex1df4[c1] *= 2.0);
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   g_tTex1df4[c1] -= 3.0;
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   g_tTex1df4[c1] += 4.0;
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   g_tTex1di4[c1] /= 2;
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   g_tTex1di4[c1] %= 2;
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   g_tTex1di4[c1] &= 0xffff;
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   g_tTex1di4[c1] |= 0xf0f0;
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   g_tTex1di4[c1] <<= 2;
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   g_tTex1di4[c1] >>= 2;
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   // 2D
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   g_tTex2df4[c2] = SomeValue(); // complex L-value
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   g_tTex2df4[c2] = lf4;
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   g_tTex2di4[c2] = int4(5,2,3,4);
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   g_tTex2du4[c2] = uint4(6,2,3,4);
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   // 3D
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   g_tTex3df4[c3] = SomeValue(); // complex L-value
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   g_tTex3df4[c3] = lf4;
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   g_tTex3di4[c3] = int4(8,6,7,8);
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   g_tTex3du4[c3] = uint4(9,2,3,4);
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   // Test function calling
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   Fn1(g_tTex1df4[c1]);  // in
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   Fn1(g_tTex1di4[c1]);  // in
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   Fn1(g_tTex1du4[c1]);  // in
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   Fn2(g_tTex1df4[c1]);  // out
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   Fn2(g_tTex1di4[c1]);  // out
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   Fn2(g_tTex1du4[c1]);  // out
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   // Test increment operators
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   // pre-ops
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   ++g_tTex1df4[c1];
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   ++g_tTex1di4[c1];
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   ++g_tTex1du4[c1];
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   --g_tTex1df4[c1];
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   --g_tTex1di4[c1];
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   --g_tTex1du4[c1];
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   // post-ops
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   g_tTex1df4[c1]++;
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   g_tTex1du4[c1]--;
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   g_tTex1di4[c1]++;
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   g_tTex1df4[c1]--;
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   g_tTex1di4[c1]++;
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   g_tTex1du4[c1]--;
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   // read and write
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   g_tTex1df4[1] = g_tTex2df4[int2(2,3)];
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   psout.Color = 1.0;
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   return psout;
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}
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