HLSL: Add gather, improve proto generator machine for upcoming 2DMS/Shadow
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36
Test/hlsl.gather.offsetarray.dx10.frag
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36
Test/hlsl.gather.offsetarray.dx10.frag
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SamplerState g_sSamp : register(s0);
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Texture1DArray g_tTex1df4a : register(t1);
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uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
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Texture1DArray <int4> g_tTex1di4;
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Texture1DArray <uint4> g_tTex1du4;
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Texture2DArray <float4> g_tTex2df4;
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Texture2DArray <int4> g_tTex2di4;
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Texture2DArray <uint4> g_tTex2du4;
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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, float3(0.1, 0.2, 0.3), int2(1,0));
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int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
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uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
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// No 3D gathers
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// No Cube offset gathers
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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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