glslang/Test/hlsl.rw.bracket.frag
steve-lunarg 6b43d274e7 HLSL: phase 2a: add r-value operator[] for RWTexture/RWBuffer
This commit adds r-value support for RW textures and buffers.
Supported is:

- Function in parameter conversions
- conversion of rvalue use to imageLoad
2016-10-12 12:39:44 -06:00

115 lines
2.4 KiB
GLSL

SamplerState g_sSamp : register(s0);
RWTexture1D <float4> g_tTex1df4 : register(t0);
RWTexture1D <int4> g_tTex1di4;
RWTexture1D <uint4> g_tTex1du4;
RWTexture2D <float4> g_tTex2df4;
RWTexture2D <int4> g_tTex2di4;
RWTexture2D <uint4> g_tTex2du4;
RWTexture3D <float4> g_tTex3df4;
RWTexture3D <int4> g_tTex3di4;
RWTexture3D <uint4> g_tTex3du4;
RWTexture1DArray <float4> g_tTex1df4a;
RWTexture1DArray <int4> g_tTex1di4a;
RWTexture1DArray <uint4> g_tTex1du4a;
RWTexture2DArray <float4> g_tTex2df4a;
RWTexture2DArray <int4> g_tTex2di4a;
RWTexture2DArray <uint4> 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;
}