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struct PS_OUTPUT { float4 color : SV_Target0; };
int i;
uint u;
float f;
bool b;
int2 i2;
uint2 u2;
float2 f2;
bool2 b2;
Buffer <float> g_tTexbfs;
Texture1D <float4> g_tTex1df4;
uint upos;
float fpos;
PS_OUTPUT main()
{
// Same shapes:
float r00 = max(b, f);
uint r01 = max(b, u);
int r02 = max(b, i);
float r03 = max(i, f);
float r04 = max(u, f);
float2 r10 = max(b2, f2);
uint2 r11 = max(b2, u2);
int2 r12 = max(b2, i2);
float2 r13 = max(i2, f2);
float2 r14 = max(u2, f2);
float2 r20 = clamp(i2, u2, f2); // 3 args, converts all to best type.
uint2 r21 = clamp(b2, u2, b2);
float2 r22 = clamp(b2, f2, b2);
// Mixed shapes:
float2 r30 = max(b, f2);
uint2 r31 = max(b, u2);
int2 r32 = max(b, i2);
float2 r33 = max(i, f2);
float2 r34 = max(u, f2);
float2 r40 = clamp(i, u2, f2); // 3 args, converts all to best type.
uint2 r41 = clamp(b2, u, b2);
float2 r42 = clamp(b2, f, b);
int2 r43 = clamp(i, i2, u2);
float r50 = g_tTexbfs.Load(upos);
float r51 = g_tTexbfs.Load(fpos);
int MipLevel;
uint WidthU;
uint HeightU;
uint ElementsU;
uint DepthU;
uint NumberOfLevelsU;
uint NumberOfSamplesU;
int WidthI;
int HeightI;
int ElementsI;
int DepthI;
int NumberOfLevelsI;
int NumberOfSamplesI;
g_tTex1df4 . GetDimensions(WidthI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU);
g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI);
g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI);
// max(i2, f2);
PS_OUTPUT ps_output;
ps_output.color = r00;
return ps_output;
};