This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
		
			
				
	
	
		
			39 lines
		
	
	
		
			674 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			674 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
uniform Buffer <float> g_tTexbfs_test : register(t0);
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Buffer <float> g_tTexbfs;
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Buffer <int>   g_tTexbis;
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Buffer <uint>  g_tTexbus;
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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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   // Buffer
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   float r00 = g_tTexbfs.Load(c1);
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   int   r01 = g_tTexbis.Load(c1);
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   uint  r02 = g_tTexbus.Load(c1);
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   // TODO: other types that can be put in sampler buffers, like float2x2, and float3.
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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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