HLSL: Add texture Load method & decomposition
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76
Test/hlsl.load.basic.dx10.frag
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76
Test/hlsl.load.basic.dx10.frag
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SamplerState g_sSamp : register(s0);
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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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Texture1DArray <float4> g_tTex1df4a;
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Texture1DArray <int4> g_tTex1di4a;
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Texture1DArray <uint4> g_tTex1du4a;
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Texture2DArray <float4> g_tTex2df4a;
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Texture2DArray <int4> g_tTex2di4a;
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Texture2DArray <uint4> g_tTex2du4a;
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TextureCubeArray <float4> g_tTexcdf4a;
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TextureCubeArray <int4> g_tTexcdi4a;
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TextureCubeArray <uint4> g_tTexcdu4a;
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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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uniform int c1;
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uniform int2 c2;
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uniform int3 c3;
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uniform int4 c4;
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uniform int o1;
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uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// 1D
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g_tTex1df4.Load(c2);
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g_tTex1di4.Load(c2);
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g_tTex1du4.Load(c2);
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// 2D
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g_tTex2df4.Load(c3);
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g_tTex2di4.Load(c3);
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g_tTex2du4.Load(c3);
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// 3D
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g_tTex3df4.Load(c4);
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g_tTex3di4.Load(c4);
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g_tTex3du4.Load(c4);
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// Offset has no Cube or CubeArray forms
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// TODO:
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// Load, SampleIndex
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// Load, SampleIndex, Offset
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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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