1SamplerState g_sSamp : register(s0); 2 3uniform Texture1D <float4> g_tTex1df4 : register(t0); 4Texture1D <int4> g_tTex1di4; 5Texture1D <uint4> g_tTex1du4; 6 7Texture2D <float4> g_tTex2df4; 8Texture2D <int4> g_tTex2di4; 9Texture2D <uint4> g_tTex2du4; 10 11Texture3D <float4> g_tTex3df4; 12Texture3D <int4> g_tTex3di4; 13Texture3D <uint4> g_tTex3du4; 14 15TextureCube <float4> g_tTexcdf4; 16TextureCube <int4> g_tTexcdi4; 17TextureCube <uint4> g_tTexcdu4; 18 19Texture1DArray <float4> g_tTex1df4a; 20Texture1DArray <int4> g_tTex1di4a; 21Texture1DArray <uint4> g_tTex1du4a; 22 23Texture2DArray <float4> g_tTex2df4a; 24Texture2DArray <int4> g_tTex2di4a; 25Texture2DArray <uint4> g_tTex2du4a; 26 27TextureCubeArray <float4> g_tTexcdf4a; 28TextureCubeArray <int4> g_tTexcdi4a; 29TextureCubeArray <uint4> g_tTexcdu4a; 30 31struct PS_OUTPUT 32{ 33 float4 Color : SV_Target0; 34 float Depth : SV_Depth; 35}; 36 37uniform int c1; 38uniform int2 c2; 39uniform int3 c3; 40uniform int4 c4; 41 42int getOffset1() 43{ 44 return 1; 45} 46 47int2 getOffset2() 48{ 49 return int2(1, 1); 50} 51 52PS_OUTPUT main() 53{ 54 PS_OUTPUT psout; 55 56 // 1DArray 57 g_tTex1df4a.Load(c3, getOffset1()); 58 g_tTex1di4a.Load(c3, getOffset1()); 59 g_tTex1du4a.Load(c3, getOffset1()); 60 61 // 2DArray 62 g_tTex2df4a.Load(c4, getOffset2()); 63 g_tTex2di4a.Load(c4, getOffset2()); 64 g_tTex2du4a.Load(c4, getOffset2()); 65 66 // TODO: 67 // Load, SampleIndex 68 // Load, SampleIndex, Offset 69 70 psout.Color = 1.0; 71 psout.Depth = 1.0; 72 73 return psout; 74} 75