 bb0183f817
			
		
	
	
		bb0183f817
		
	
	
	
	
		
			
			There's a lot to do for RWTexture and RWBuffer, so it will be broken up into several PRs. This is #1. This adds RWTexture and RWBuffer support, with the following limitations: * Only 4 component formats supported * No operator[] yet Those will be added in other PRs. This PR supports declarations and the Load & GetDimensions methods. New tests are added.
		
			
				
	
	
		
			58 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| SamplerState       g_sSamp : register(s0);
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| 
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| RWTexture1D <float4> g_tTex1df4 : register(t0);
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| RWTexture1D <int4>   g_tTex1di4;
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| RWTexture1D <uint4>  g_tTex1du4;
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| 
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| RWTexture2D <float4> g_tTex2df4;
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| RWTexture2D <int4>   g_tTex2di4;
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| RWTexture2D <uint4>  g_tTex2du4;
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| 
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| RWTexture3D <float4> g_tTex3df4;
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| RWTexture3D <int4>   g_tTex3di4;
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| RWTexture3D <uint4>  g_tTex3du4;
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| 
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| RWTexture1DArray <float4> g_tTex1df4a;
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| RWTexture1DArray <int4>   g_tTex1di4a;
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| RWTexture1DArray <uint4>  g_tTex1du4a;
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| 
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| RWTexture2DArray <float4> g_tTex2df4a;
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| RWTexture2DArray <int4>   g_tTex2di4a;
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| RWTexture2DArray <uint4>  g_tTex2du4a;
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| 
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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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| 
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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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| 
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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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| 
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| PS_OUTPUT main()
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| {
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|    PS_OUTPUT psout;
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| 
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|    // 1D
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|    g_tTex1df4a.Load(c2);
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|    g_tTex1di4a.Load(c2);
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|    g_tTex1du4a.Load(c2);
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| 
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|    // 2D
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|    g_tTex2df4a.Load(c3);
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|    g_tTex2di4a.Load(c3);
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|    g_tTex2du4a.Load(c3);
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| 
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|    psout.Color = 1.0;
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|    psout.Depth = 1.0;
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| 
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|    return psout;
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| }
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