bgfx/3rdparty/glslang/Test/remap.hlsl.sample.basic.none.frag
Branimir Karadžić f46d6a5803 Added glslang.
2016-12-15 14:19:54 -08:00

91 lines
2.9 KiB
GLSL

SamplerState g_sSamp : register(s0);
uniform sampler2D g_sSamp2d
{
AddressU = MIRROR;
AddressV = WRAP;
MinLOD = 0;
MaxLOD = 10;
MaxAnisotropy = 2;
MipLodBias = 0.2;
}, g_sSamp2D_b;
Texture1D g_tTex1df4a : register(t1);
uniform 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;
TextureCube <float4> g_tTexcdf4;
TextureCube <int4> g_tTexcdi4;
TextureCube <uint4> g_tTexcdu4;
struct MemberTest
{
int Sample; // in HLSL, method names are valid struct members.
int CalculateLevelOfDetail; // ...
int CalculateLevelOfDetailUnclamped; // ...
int Gather; // ...
int GetDimensions; // ...
int GetSamplePosition; // ...
int Load; // ...
int SampleBias; // ...
int SampleCmp; // ...
int SampleCmpLevelZero; // ...
int SampleGrad; // ...
int SampleLevel; // ...
};
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
MemberTest mtest;
mtest.CalculateLevelOfDetail = 1; // in HLSL, method names are valid struct members.
mtest.CalculateLevelOfDetailUnclamped = 1; // ...
mtest.Gather = 1; // ...
mtest.GetDimensions = 1; // ...
mtest.GetSamplePosition = 1; // ...
mtest.Load = 1; // ...
mtest.Sample = 1; // ...
mtest.SampleBias = 1; // ...
mtest.SampleCmp = 1; // ...
mtest.SampleCmpLevelZero = 1; // ...
mtest.SampleGrad = 1; // ...
mtest.SampleLevel = 1; // ...
float4 txval10 = g_tTex1df4 . Sample(g_sSamp, 0.1);
int4 txval11 = g_tTex1di4 . Sample(g_sSamp, 0.2);
uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, 0.3);
float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float2(0.1, 0.2));
int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float2(0.3, 0.4));
uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float2(0.5, 0.6));
float4 txval30 = g_tTex3df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3));
int4 txval31 = g_tTex3di4 . Sample(g_sSamp, float3(0.4, 0.5, 0.6));
uint4 txval32 = g_tTex3du4 . Sample(g_sSamp, float3(0.7, 0.8, 0.9));
float4 txval40 = g_tTexcdf4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3));
int4 txval41 = g_tTexcdi4 . Sample(g_sSamp, float3(0.4, 0.5, 0.6));
uint4 txval42 = g_tTexcdu4 . Sample(g_sSamp, float3(0.7, 0.8, 0.9));
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}