Merge pull request #2976 from jeremy-lunarg/hayes-fix-2975
[platform/upstream/glslang.git] / Test / hlsl.load.offset.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 int getOffset1()
43 {
44    return 1;
45 }
46
47 int2 getOffset2()
48 {
49    return int2(1, 1);
50 }
51
52 int3 getOffset3()
53 {
54    return int3(1, 1, 1);
55 }
56
57 PS_OUTPUT main()
58 {
59    PS_OUTPUT psout;
60
61    // 1D
62    g_tTex1df4.Load(c2, getOffset1());
63    g_tTex1di4.Load(c2, getOffset1());
64    g_tTex1du4.Load(c2, getOffset1());
65
66    // 2D
67    g_tTex2df4.Load(c3, getOffset2());
68    g_tTex2di4.Load(c3, getOffset2());
69    g_tTex2du4.Load(c3, getOffset2());
70
71    // 3D
72    g_tTex3df4.Load(c4, getOffset3());
73    g_tTex3di4.Load(c4, getOffset3());
74    g_tTex3du4.Load(c4, getOffset3());
75
76    // Offset has no Cube or CubeArray forms
77
78    // TODO:
79    // Load, SampleIndex
80    // Load, SampleIndex, Offset
81
82    psout.Color = 1.0;
83    psout.Depth = 1.0;
84
85    return psout;
86 }