diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/hlsl.samplegrad.offset.dx10.frag')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/hlsl.samplegrad.offset.dx10.frag | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.samplegrad.offset.dx10.frag b/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.samplegrad.offset.dx10.frag new file mode 100644 index 00000000000..c643be25286 --- /dev/null +++ b/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.samplegrad.offset.dx10.frag @@ -0,0 +1,49 @@ +SamplerState g_sSamp : register(s0); + +Texture1D g_tTex1df4a : register(t1); + +uniform Texture1D <float4> g_tTex1df4 : register(t0); +Texture1D <int4> g_tTex1di4; +Texture1D <uint4> g_tTex1du4; + +Texture2D <float4> g_tTex2df4; +Texture2D <int4> g_tTex2di4; +Texture2D <uint4> g_tTex2du4; + +Texture3D <float4> g_tTex3df4; +Texture3D <int4> g_tTex3di4; +Texture3D <uint4> g_tTex3du4; + +TextureCube <float4> g_tTexcdf4; +TextureCube <int4> g_tTexcdi4; +TextureCube <uint4> g_tTexcdu4; + +struct PS_OUTPUT +{ + float4 Color : SV_Target0; + float Depth : SV_Depth; +}; + +PS_OUTPUT main() +{ + PS_OUTPUT psout; + + float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, 0.1, 1.1, 1.2, 1); + int4 txval11 = g_tTex1di4 . SampleGrad(g_sSamp, 0.2, 1.1, 1.2, 1); + uint4 txval12 = g_tTex1du4 . SampleGrad(g_sSamp, 0.3, 1.1, 1.2, 1); + + float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,0)); + int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float2(0.3, 0.4), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,1)); + uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float2(0.5, 0.6), float2(0.1, 0.2), float2(1.1, 1.2), int2(1,-1)); + + float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,0,1)); + int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,1,1)); + uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3), int3(1,0,-1)); + + // There are no offset forms of cube textures, so we do not test them. + + psout.Color = 1.0; + psout.Depth = 1.0; + + return psout; +} |