SamplerState g_sSamp : register(s0); uniform sampler2D g_sSamp2d; uniform Texture1DArray g_tTex1df4a : register(t0); Texture1DArray g_tTex1di4a; Texture1DArray g_tTex1du4a; Texture2DArray g_tTex2df4a; Texture2DArray g_tTex2di4a; Texture2DArray g_tTex2du4a; TextureCubeArray g_tTexcdf4a; TextureCubeArray g_tTexcdi4a; TextureCubeArray g_tTexcdu4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; uniform float c1; uniform float2 c2; uniform float3 c3; uniform float4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; uint status; // no 1D gathers float4 txval001 = g_tTex2df4a . GatherRed(g_sSamp, c3, o2); int4 txval011 = g_tTex2di4a . GatherRed(g_sSamp, c3, o2); uint4 txval021 = g_tTex2du4a . GatherRed(g_sSamp, c3, o2); float4 txval004 = g_tTex2df4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2); int4 txval014 = g_tTex2di4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2); uint4 txval024 = g_tTex2du4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2); // float4 txval00s = g_tTex2df4a . GatherRed(g_sSamp, c3, o2, status); // int4 txval01s = g_tTex2di4a . GatherRed(g_sSamp, c3, o2, status); // uint4 txval02s = g_tTex2du4a . GatherRed(g_sSamp, c3, o2, status); // float4 txval004s = g_tTex2df4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2, status); // int4 txval014s = g_tTex2di4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2, status); // uint4 txval024s = g_tTex2du4a . GatherRed(g_sSamp, c3, o2, o2, o2, o2, status); float4 txval101 = g_tTex2df4a . GatherGreen(g_sSamp, c3, o2); int4 txval111 = g_tTex2di4a . GatherGreen(g_sSamp, c3, o2); uint4 txval121 = g_tTex2du4a . GatherGreen(g_sSamp, c3, o2); float4 txval104 = g_tTex2df4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2); int4 txval114 = g_tTex2di4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2); uint4 txval124 = g_tTex2du4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2); // float4 txval10s = g_tTex2df4a . GatherGreen(g_sSamp, c3, o2, status); // int4 txval11s = g_tTex2di4a . GatherGreen(g_sSamp, c3, o2, status); // uint4 txval12s = g_tTex2du4a . GatherGreen(g_sSamp, c3, o2, status); // float4 txval104 = g_tTex2df4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2, status); // int4 txval114 = g_tTex2di4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2, status); // uint4 txval124 = g_tTex2du4a . GatherGreen(g_sSamp, c3, o2, o2, o2, o2, status); float4 txval201 = g_tTex2df4a . GatherBlue(g_sSamp, c3, o2); int4 txval211 = g_tTex2di4a . GatherBlue(g_sSamp, c3, o2); uint4 txval221 = g_tTex2du4a . GatherBlue(g_sSamp, c3, o2); float4 txval204 = g_tTex2df4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2); int4 txval214 = g_tTex2di4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2); uint4 txval224 = g_tTex2du4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2); // float4 txval204s = g_tTex2df4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2, status); // int4 txval214s = g_tTex2di4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2, status); // uint4 txval224s = g_tTex2du4a . GatherBlue(g_sSamp, c3, o2, o2, o2, o2, status); // float4 txval20s = g_tTex2df4a . GatherBlue(g_sSamp, c3, o2, status); // int4 txval21s = g_tTex2di4a . GatherBlue(g_sSamp, c3, o2, status); // uint4 txval22s = g_tTex2du4a . GatherBlue(g_sSamp, c3, o2, status); float4 txval301 = g_tTex2df4a . GatherAlpha(g_sSamp, c3, o2); int4 txval311 = g_tTex2di4a . GatherAlpha(g_sSamp, c3, o2); uint4 txval321 = g_tTex2du4a . GatherAlpha(g_sSamp, c3, o2); float4 txval304 = g_tTex2df4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2); int4 txval314 = g_tTex2di4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2); uint4 txval324 = g_tTex2du4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2); // float4 txval304s = g_tTex2df4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2, status); // int4 txval314s = g_tTex2di4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2, status); // uint4 txval324s = g_tTex2du4a . GatherAlpha(g_sSamp, c3, o2, o2, o2, o2, status); // float4 txval30s = g_tTex2df4a . GatherAlpha(g_sSamp, c3, o2, status); // int4 txval31s = g_tTex2di4a . GatherAlpha(g_sSamp, c3, o2, status); // uint4 txval32s = g_tTex2du4a . GatherAlpha(g_sSamp, c3, o2, status); // no 3D gathers with offset psout.Color = 1.0; psout.Depth = 1.0; return psout; }