HLSL: Add gather, improve proto generator machine for upcoming 2DMS/Shadow
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48
Test/hlsl.gather.basic.dx10.frag
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48
Test/hlsl.gather.basic.dx10.frag
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SamplerState g_sSamp : register(s0);
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uniform sampler2D g_sSamp2d;
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Texture1D g_tTex1df4a : register(t1);
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uniform Texture1D <float4> g_tTex1df4 : register(t0);
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Texture1D <int4> g_tTex1di4;
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Texture1D <uint4> g_tTex1du4;
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Texture2D <float4> g_tTex2df4;
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Texture2D <int4> g_tTex2di4;
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Texture2D <uint4> g_tTex2du4;
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Texture3D <float4> g_tTex3df4;
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Texture3D <int4> g_tTex3di4;
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Texture3D <uint4> g_tTex3du4;
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TextureCube <float4> g_tTexcdf4;
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TextureCube <int4> g_tTexcdi4;
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TextureCube <uint4> g_tTexcdu4;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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};
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// no 1D gathers
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float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
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int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
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uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
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// no 3D gathers
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float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
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int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
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uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
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psout.Color = 1.0;
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psout.Depth = 1.0;
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return psout;
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}
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