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39 lines
1.0 KiB
39 lines
1.0 KiB
4 months ago
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// uniform Texture1D g_tex3[3][2]; // TODO: legal in HLSL, but we don't handle it yet.
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uniform Texture1D g_tex[3];
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uniform Texture1D g_tex_explicit[3] : register(t1);
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SamplerState g_samp[3];
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SamplerState g_samp_explicit[3] : register(s5);
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uniform float3x3 g_mats[4];
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uniform float3x3 g_mats_explicit[4] : register(b10);
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uniform float g_floats[4];
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// uniform float g_floats[4] = { 10, 11, 12, 13 }; // TODO: ... add when initializer lists can be flattened.
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float4 TestFn1()
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{
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return g_tex[1].Sample(g_samp[1], 0.2);
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}
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float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3])
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{
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return l_tex[2].Sample(l_samp[2], 0.2);
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}
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static int not_flattened_a[5] = { 1, 2, 3, 4, 5 };
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struct PS_OUTPUT { float4 color : SV_Target0; };
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void main(out PS_OUTPUT ps_output)
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{
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// test flattening for local assignment initialization
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SamplerState local_sampler_array[3] = g_samp;
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Texture1D local_texture_array[3] = g_tex;
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float local_float_array[4] = g_floats;
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ps_output.color = TestFn1() + TestFn2(g_tex, g_samp);
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}
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