Merge pull request #2891 from dneto0/hlsl-namespace
[platform/upstream/glslang.git] / Test / hlsl.load.rwtexture.array.dx10.frag
1 SamplerState       g_sSamp : register(s0);
2
3 RWTexture1D <float4> g_tTex1df4 : register(t0);
4 RWTexture1D <int4>   g_tTex1di4;
5 RWTexture1D <uint4>  g_tTex1du4;
6
7 RWTexture2D <float4> g_tTex2df4;
8 RWTexture2D <int4>   g_tTex2di4;
9 RWTexture2D <uint4>  g_tTex2du4;
10
11 RWTexture3D <float4> g_tTex3df4;
12 RWTexture3D <int4>   g_tTex3di4;
13 RWTexture3D <uint4>  g_tTex3du4;
14
15 RWTexture1DArray <float4> g_tTex1df4a;
16 RWTexture1DArray <int4>   g_tTex1di4a;
17 RWTexture1DArray <uint4>  g_tTex1du4a;
18
19 RWTexture2DArray <float4> g_tTex2df4a;
20 RWTexture2DArray <int4>   g_tTex2di4a;
21 RWTexture2DArray <uint4>  g_tTex2du4a;
22
23 struct PS_OUTPUT
24 {
25     float4 Color : SV_Target0;
26     float  Depth : SV_Depth;
27 };
28
29 uniform int   c1;
30 uniform int2  c2;
31 uniform int3  c3;
32 uniform int4  c4;
33
34 uniform int   o1;
35 uniform int2  o2;
36 uniform int3  o3;
37 uniform int4  o4;
38
39 PS_OUTPUT main()
40 {
41    PS_OUTPUT psout;
42
43    // 1D
44    g_tTex1df4a.Load(c2);
45    g_tTex1di4a.Load(c2);
46    g_tTex1du4a.Load(c2);
47
48    // 2D
49    g_tTex2df4a.Load(c3);
50    g_tTex2di4a.Load(c3);
51    g_tTex2du4a.Load(c3);
52
53    psout.Color = 1.0;
54    psout.Depth = 1.0;
55
56    return psout;
57 }