SamplerState g_sSamp : register(s0); RWTexture1D g_tTex1df4 : register(t0); RWTexture1D g_tTex1di4; RWTexture1D g_tTex1du4; RWTexture2D g_tTex2df4; RWTexture2D g_tTex2di4; RWTexture2D g_tTex2du4; RWTexture3D g_tTex3df4; RWTexture3D g_tTex3di4; RWTexture3D g_tTex3du4; RWTexture1DArray g_tTex1df4a; RWTexture1DArray g_tTex1di4a; RWTexture1DArray g_tTex1du4a; RWTexture2DArray g_tTex2df4a; RWTexture2DArray g_tTex2di4a; RWTexture2DArray g_tTex2du4a; RWBuffer g_tBuffF; RWBuffer g_tBuffI; RWBuffer g_tBuffU; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; uint MipLevel; uint WidthU; uint HeightU; uint ElementsU; uint DepthU; uint NumberOfLevelsU; uint NumberOfSamplesU; float WidthF; float HeightF; float ElementsF; float DepthF; float NumberOfLevelsF; float NumberOfSamplesF; // 1D, float/int/uint, uint params g_tTex1df4.GetDimensions(WidthU); g_tTex1di4.GetDimensions(WidthU); g_tTex1du4.GetDimensions(WidthU); // buffer, float/int/uint, uint params g_tBuffF.GetDimensions(WidthU); g_tBuffI.GetDimensions(WidthU); g_tBuffU.GetDimensions(WidthU); // 1DArray, float/int/uint, uint params g_tTex1df4a.GetDimensions(WidthU, ElementsU); g_tTex1di4a.GetDimensions(WidthU, ElementsU); g_tTex1du4a.GetDimensions(WidthU, ElementsU); // 2D, float/int/uint, uint params g_tTex2df4.GetDimensions(WidthU, HeightU); g_tTex2di4.GetDimensions(WidthU, HeightU); g_tTex2du4.GetDimensions(WidthU, HeightU); // 2DArray, float/int/uint, uint params g_tTex2df4a.GetDimensions(WidthU, HeightU, ElementsU); g_tTex2di4a.GetDimensions(WidthU, HeightU, ElementsU); g_tTex2du4a.GetDimensions(WidthU, HeightU, ElementsU); // 3D, float/int/uint, uint params g_tTex3df4.GetDimensions(WidthU, HeightU, DepthU); g_tTex3di4.GetDimensions(WidthU, HeightU, DepthU); g_tTex3du4.GetDimensions(WidthU, HeightU, DepthU); psout.Color = 1.0; psout.Depth = 1.0; return psout; }