
This changes no functional code. There was a bit of a testing hole in that textures templatized on sub-vec4 types were not being exercised with any intrinsics. This adds some basic sanity coverage of that case.
42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
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Texture2DMS <float> g_tTex2dmsf1;
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Texture2DMS <float2> g_tTex2dmsf2;
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Texture2DMS <float3> g_tTex2dmsf3;
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Texture2DMS <float4> g_tTex2dmsf4;
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Texture2D <float> g_tTex2df1;
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Texture2D <float2> g_tTex2df2;
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Texture2D <float3> g_tTex2df3;
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Texture2D <float4> g_tTex2df4;
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SamplerState g_sSamp;
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float4 main()
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{
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uint MipLevel;
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uint WidthU;
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uint HeightU;
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uint ElementsU;
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uint DepthU;
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uint NumberOfLevelsU;
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uint NumberOfSamplesU;
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g_tTex2dmsf1 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
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g_tTex2dmsf2 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
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g_tTex2dmsf3 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
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g_tTex2dmsf4 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
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g_tTex2dmsf1 . Load(int2(1,2), 3);
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g_tTex2dmsf2 . Load(int2(1,2), 3);
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g_tTex2dmsf3 . Load(int2(1,2), 3);
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g_tTex2dmsf4 . Load(int2(1,2), 3);
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g_tTex2df1 . Sample(g_sSamp, float2(.1, .2));
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g_tTex2df2 . Sample(g_sSamp, float2(.1, .2));
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g_tTex2df3 . Sample(g_sSamp, float2(.1, .2));
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g_tTex2df4 . Sample(g_sSamp, float2(.1, .2));
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return 0;
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}
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