29 lines
1.0 KiB
GLSL
29 lines
1.0 KiB
GLSL
RWTexture2D<float3> rwtx;
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RWBuffer<float3> buf;
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float3 SomeValue() { return float3(1,2,3); }
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float4 main() : SV_Target0
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{
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int2 tc2 = { 0, 0 };
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int tc = 0;
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// Test swizzles and partial updates of L-values when writing to buffers and writable textures.
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rwtx[tc2].zyx = float3(1,2,3); // full swizzle, simple RHS
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rwtx[tc2].zyx = SomeValue(); // full swizzle, complex RHS
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rwtx[tc2].zyx = 2; // full swizzle, modify op
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// Partial updates not yet supported.
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// Partial values, which will use swizzles.
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// buf[tc].yz = 42; // partial swizzle, simple RHS
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// buf[tc].yz = SomeValue().x; // partial swizzle, complex RHS
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// buf[tc].yz += 43; // partial swizzle, modify op
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// // Partial values, which will use index.
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// buf[tc].y = 44; // single index, simple RHS
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// buf[tc].y = SomeValue().x; // single index, complex RHS
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// buf[tc].y += 45; // single index, modify op
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return 0.0;
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}
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