1Texture2D<float4> TextureF2D : register(t0); 2Texture2D<uint4> TextureUI2D : register(t0); 3Texture2D<int4> TextureI2D : register(t0); 4 5Texture3D<float4> TextureF3D : register(t0); 6Texture3D<uint4> TextureUI3D : register(t0); 7Texture3D<int4> TextureI3D : register(t0); 8 9Texture2DArray<float4> TextureF2DArray : register(t0); 10Texture2DArray<uint4> TextureUI2DArray : register(t0); 11Texture2DArray<int4> TextureI2DArray : register(t0); 12 13SamplerState Sampler : register(s0); 14 15cbuffer SwizzleProperties : register(b0) 16{ 17 uint4 SwizzleIndices : packoffset(c0); 18} 19 20float4 SwizzleLookup(in float4 sample) 21{ 22 float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; 23 return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); 24} 25 26int4 SwizzleLookup(in int4 sample) 27{ 28 int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; 29 return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); 30} 31 32uint4 SwizzleLookup(in uint4 sample) 33{ 34 uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; 35 return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); 36} 37 38float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 39{ 40 return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord)); 41} 42 43int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 44{ 45 uint2 size; 46 TextureI2D.GetDimensions(size.x, size.y); 47 48 return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0))); 49} 50 51uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 52{ 53 uint2 size; 54 TextureUI2D.GetDimensions(size.x, size.y); 55 56 return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0))); 57} 58 59float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 60{ 61 return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord)); 62} 63 64int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 65{ 66 uint3 size; 67 TextureI3D.GetDimensions(size.x, size.y, size.z); 68 69 return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0))); 70} 71 72uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 73{ 74 uint3 size; 75 TextureUI3D.GetDimensions(size.x, size.y, size.z); 76 77 return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0))); 78} 79 80float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 81{ 82 return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer))); 83} 84 85int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 86{ 87 uint3 size; 88 TextureI2DArray.GetDimensions(size.x, size.y, size.z); 89 90 return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); 91} 92 93uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 94{ 95 uint3 size; 96 TextureUI2DArray.GetDimensions(size.x, size.y, size.z); 97 98 return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); 99} 100