Improve comments. A few tweaked lines allow [] on non-rw tx. Add test case for this. Improve VectorTimesScalar handling.
		
			
				
	
	
		
			74 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
SamplerState       g_sSamp : register(s0);
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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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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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struct PS_OUTPUT
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{
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    float4 Color : SV_Target0;
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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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int4   Fn1(in int4 x)   { return x; }
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uint4  Fn1(in uint4 x)  { return x; }
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float4 Fn1(in float4 x) { return x; }
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float4 SomeValue() { return c4; }
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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[c1];
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   float4 r00 = g_tTex1df4[c1];
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   int4   r01 = g_tTex1di4[c1];
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   uint4  r02 = g_tTex1du4[c1];
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   // 2D
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   float4 r10 = g_tTex2df4[c2];
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   int4   r11 = g_tTex2di4[c2];
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   uint4  r12 = g_tTex2du4[c2];
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   // 3D
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   float4 r20 = g_tTex3df4[c3];
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   int4   r21 = g_tTex3di4[c3];
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   uint4  r22 = g_tTex3du4[c3];
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   // Test function calling
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   Fn1(g_tTex1df4[c1]);  // in
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   Fn1(g_tTex1di4[c1]);  // in
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   Fn1(g_tTex1du4[c1]);  // in
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   psout.Color = 1.0;
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   return psout;
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}
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