1 SamplerComparisonState g_sSamp : register(s0);
3 uniform Texture1D <float4> g_tTex1df4 : register(t0);
4 Texture1D <int4> g_tTex1di4;
5 Texture1D <uint4> g_tTex1du4;
7 Texture2D <float4> g_tTex2df4;
8 Texture2D <int4> g_tTex2di4;
9 Texture2D <uint4> g_tTex2du4;
11 Texture3D <float4> g_tTex3df4;
12 Texture3D <int4> g_tTex3di4;
13 Texture3D <uint4> g_tTex3du4;
15 TextureCube <float4> g_tTexcdf4;
16 TextureCube <int4> g_tTexcdi4;
17 TextureCube <uint4> g_tTexcdu4;
19 Texture1DArray <float4> g_tTex1df4a;
20 Texture1DArray <int4> g_tTex1di4a;
21 Texture1DArray <uint4> g_tTex1du4a;
23 Texture2DArray <float4> g_tTex2df4a;
24 Texture2DArray <int4> g_tTex2di4a;
25 Texture2DArray <uint4> g_tTex2du4a;
27 TextureCubeArray <float4> g_tTexcdf4a;
28 TextureCubeArray <int4> g_tTexcdi4a;
29 TextureCubeArray <uint4> g_tTexcdu4a;
33 float4 Color : SV_Target0;
34 float Depth : SV_Depth;
42 float r01 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
43 float r03 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
44 float r05 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
47 float r21 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
48 float r23 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
49 float r25 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
51 // *** There's no SampleCmpLevelZero on 3D textures
53 // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
54 // claims offset is supported for cube textures, but FXC does not accept it, and that does
55 // not match other methods, so it may be a documentation bug. Those lines are commented
58 // float r51 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
59 // float r53 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
60 // float r55 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));