texture-sampling.slang
//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj -output-using-type
//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj -output-using-type -vk
//TEST_INPUT: Texture1D(size=4, content = one):name=t1D
//TEST_INPUT: Texture2D(size=4, content = one):name=t2D
//TEST_INPUT: Texture3D(size=4, content = one):name=t3D
//TEST_INPUT: TextureCube(size=4, content = one):name=tCube
//TEST_INPUT: Texture1D(size=4, content = one, arrayLength=2):name=t1dArray
//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name=t2dArray
//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name=tCubeArray
//TEST_INPUT: Sampler:name=samplerState
//TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name=outputBuffer
Texture1D t1D;
Texture2D t2D;
Texture3D t3D;
TextureCube tCube;
Texture1DArray t1dArray;
Texture2DArray t2dArray;
TextureCubeArray tCubeArray;
SamplerState samplerState;
RWStructuredBuffer<float> outputBuffer;
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
struct AssembledVertex
{
float3 position;
float3 color;
float2 uv;
};
struct CoarseVertex
{
float3 color;
float2 uv;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
output.coarseVertex.uv = input.assembledVertex.uv;
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
float2 uv = input.coarseVertex.uv;
output.fragment.color = float4(color, 1.0);
float4 val = 0.0;
val += t1D.Sample(samplerState, uv.x);
val += t2D.Sample(samplerState, uv);
val += t3D.Sample (samplerState, float3(uv, 0.5));
val += t1dArray.Sample(samplerState, float2(uv.x, 0.0));
val += t2dArray.Sample(samplerState, float3(uv, 0.0));
val += tCubeArray.Sample(samplerState, float4(uv, 0.5, 0.0));
val += tCube.Sample(samplerState, float3(uv, 0.5));
val += t2D.Load(int3(0), int2(0));
val += t2dArray.Load(int4(0));
val += t3D[int3(0)];
outputBuffer[0] = val.x;
int w, h, l, lods;
t2dArray.GetDimensions(0, w, h, l, lods);
outputBuffer[1] = w + h + l + lods;
return output;
}