Merge pull request #2891 from dneto0/hlsl-namespace
[platform/upstream/glslang.git] / Test / hlsl.load.array.dx10.frag
1 SamplerState       g_sSamp : register(s0);
2
3 uniform Texture1D <float4> g_tTex1df4 : register(t0);
4 Texture1D <int4>   g_tTex1di4;
5 Texture1D <uint4>  g_tTex1du4;
6
7 Texture2D <float4> g_tTex2df4;
8 Texture2D <int4>   g_tTex2di4;
9 Texture2D <uint4>  g_tTex2du4;
10
11 Texture3D <float4> g_tTex3df4;
12 Texture3D <int4>   g_tTex3di4;
13 Texture3D <uint4>  g_tTex3du4;
14
15 TextureCube <float4> g_tTexcdf4;
16 TextureCube <int4>   g_tTexcdi4;
17 TextureCube <uint4>  g_tTexcdu4;
18
19 Texture1DArray <float4> g_tTex1df4a;
20 Texture1DArray <int4>   g_tTex1di4a;
21 Texture1DArray <uint4>  g_tTex1du4a;
22
23 Texture2DArray <float4> g_tTex2df4a;
24 Texture2DArray <int4>   g_tTex2di4a;
25 Texture2DArray <uint4>  g_tTex2du4a;
26
27 TextureCubeArray <float4> g_tTexcdf4a;
28 TextureCubeArray <int4>   g_tTexcdi4a;
29 TextureCubeArray <uint4>  g_tTexcdu4a;
30
31 struct PS_OUTPUT
32 {
33     float4 Color : SV_Target0;
34     float  Depth : SV_Depth;
35 };
36
37 uniform int   c1;
38 uniform int2  c2;
39 uniform int3  c3;
40 uniform int4  c4;
41
42 uniform int   o1;
43 uniform int2  o2;
44 uniform int3  o3;
45 uniform int4  o4;
46
47 PS_OUTPUT main()
48 {
49    PS_OUTPUT psout;
50
51    // 1DArray
52    g_tTex1df4a.Load(c3);
53    g_tTex1di4a.Load(c3);
54    g_tTex1du4a.Load(c3);
55
56    // 2DArray
57    g_tTex2df4a.Load(c4);
58    g_tTex2di4a.Load(c4);
59    g_tTex2du4a.Load(c4);
60
61    // Offset has no Cube or CubeArray forms
62
63    // TODO:
64    // Load, SampleIndex
65    // Load, SampleIndex, Offset
66
67    psout.Color = 1.0;
68    psout.Depth = 1.0;
69
70    return psout;
71 }