39 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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| // uniform Texture1D g_tex3[3][2];  // TODO: legal in HLSL, but we don't handle it yet.
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| 
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| uniform Texture1D g_tex[3];
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| uniform Texture1D g_tex_explicit[3] : register(t1);
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| 
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| SamplerState g_samp[3];
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| SamplerState g_samp_explicit[3] : register(s5);
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| 
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| uniform float3x3 g_mats[4];
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| uniform float3x3 g_mats_explicit[4] : register(b10);
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| uniform float g_floats[4];
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| 
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| // uniform float g_floats[4] = { 10, 11, 12, 13 };  // TODO: ... add when initializer lists can be flattened.
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| 
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| float4 TestFn1()
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| {
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|     return g_tex[1].Sample(g_samp[1], 0.2);
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| }
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| 
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| float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3])
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| {
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|     return l_tex[2].Sample(l_samp[2], 0.2);
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| }
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| 
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| static int not_flattened_a[5] = { 1, 2, 3, 4, 5 };
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| 
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| struct PS_OUTPUT { float4 color : SV_Target0; };
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| 
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| void main(out PS_OUTPUT ps_output)
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| {
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|     // test flattening for local assignment initialization
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|     SamplerState local_sampler_array[3] = g_samp;
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|     Texture1D local_texture_array[3]    = g_tex;
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|     float local_float_array[4]          = g_floats;
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| 
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|     ps_output.color = TestFn1() + TestFn2(g_tex, g_samp);
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| }
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