SamplerState g_sSamp : register(s0); RWTexture1D g_tTex1df4 : register(t0); RWTexture1D g_tTex1di4; RWTexture1D g_tTex1du4; RWTexture2D g_tTex2df4; RWTexture2D g_tTex2di4; RWTexture2D g_tTex2du4; RWTexture3D g_tTex3df4; RWTexture3D g_tTex3di4; RWTexture3D g_tTex3du4; RWTexture1DArray g_tTex1df4a; RWTexture1DArray g_tTex1di4a; RWTexture1DArray g_tTex1du4a; RWTexture2DArray g_tTex2df4a; RWTexture2DArray g_tTex2di4a; RWTexture2DArray g_tTex2du4a; struct PS_OUTPUT { float4 Color : SV_Target0; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; int4 Fn1(in int4 x) { return x; } uint4 Fn1(in uint4 x) { return x; } float4 Fn1(in float4 x) { return x; } void Fn2(out int4 x) { x = int4(0); } void Fn2(out uint4 x) { x = uint4(0); } void Fn2(out float4 x) { x = float4(0); } PS_OUTPUT main() { PS_OUTPUT psout; // Test as R-values // 1D g_tTex1df4[c1]; float4 r00 = g_tTex1df4[c1]; int4 r01 = g_tTex1di4[c1]; uint4 r02 = g_tTex1du4[c1]; // 2D float4 r10 = g_tTex2df4[c2]; int4 r11 = g_tTex2di4[c2]; uint4 r12 = g_tTex2du4[c2]; // 3D float4 r20 = g_tTex3df4[c3]; int4 r21 = g_tTex3di4[c3]; uint4 r22 = g_tTex3du4[c3]; // // Test as L-values // // 1D // g_tTex1df4[c1] = float4(1,2,3,4); // g_tTex1di4[c1] = int4(1,2,3,4); // g_tTex1du4[c1] = uint4(1,2,3,4); // // 2D // g_tTex2df4[c2] = float4(1,2,3,4); // g_tTex2di4[c2] = int4(1,2,3,4); // g_tTex2du4[c2] = uint4(1,2,3,4); // // 3D // g_tTex3df4[c3] = float4(1,2,3,4); // g_tTex3di4[c3] = int4(1,2,3,4); // g_tTex3du4[c3] = uint4(1,2,3,4); // // Test function calling Fn1(g_tTex1df4[c1]); // in Fn1(g_tTex1di4[c1]); // in Fn1(g_tTex1du4[c1]); // in // Fn2(g_tTex1df4[c1]); // out // Fn2(g_tTex1di4[c1]); // out // Fn2(g_tTex1du4[c1]); // out // // Test increment operators // g_tTex1df4[c1]++; // g_tTex1di4[c1]++; // g_tTex1du4[c1]++; // g_tTex1df4[c1]--; // g_tTex1di4[c1]--; // g_tTex1du4[c1]--; // ++g_tTex1df4[c1]; // ++g_tTex1di4[c1]; // ++g_tTex1du4[c1]; // --g_tTex1df4[c1]; // --g_tTex1di4[c1]; // --g_tTex1du4[c1]; psout.Color = 1.0; return psout; }