2022-10-31 14:13:26 -07:00
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[pixel shader]
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// Test empty constant buffer.
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cbuffer Constants : register(b1)
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{
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};
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float4 foo;
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float4 main() : sv_target
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{
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return foo;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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2023-02-21 15:16:23 -08:00
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% SM1 buffer offset allocation follows different rules than SM4.
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% Those would have to be tested separately.
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[require]
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shader model >= 4.0
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2023-02-22 09:53:17 -08:00
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[pixel shader fail]
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cbuffer buffer
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{
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float4 a : packoffset(c1invalid_extra_chars);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 15:16:23 -08:00
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% Respect register boundaries
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[pixel shader]
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cbuffer buffer
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{
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float2 a;
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float2 b;
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float2 c;
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float3 d;
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}
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float4 main() : sv_target
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{
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return float4(a.x, b.x, c.x, d.x);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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probe all rgba (0.0, 2.0, 4.0, 8.0)
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[pixel shader]
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cbuffer buffer
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{
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float a;
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float b[2];
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float c;
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}
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float4 main() : sv_target
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{
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return float4(a, b[0], b[1], c);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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draw quad
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probe all rgba (0.0, 4.0, 8.0, 9.0)
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[pixel shader]
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cbuffer buffer
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{
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float a;
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struct
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{
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float b;
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float c;
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} p;
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float d;
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}
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float4 main() : sv_target
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{
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return float4(a, p.b, p.c, d);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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probe all rgba (0.0, 4.0, 5.0, 6.0)
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2023-02-06 14:17:24 -08:00
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2023-02-21 16:53:32 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Elements cannot overlap if buffer is used.
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cbuffer buffer
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{
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float c : packoffset(c0);
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float4 a[2] : packoffset(c1);
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float4 b[2] : packoffset(c2);
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}
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float4 main() : sv_target
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{
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return c;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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// Elements can overlap if buffer is not used.
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cbuffer buffer
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{
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float4 a[2] : packoffset(c1);
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float4 b[2] : packoffset(c2);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float4 a : packoffset(c1);
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float4 b : packoffset(c2);
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}
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float4 main() : sv_target
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{
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return 100 * a + b;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (509, 610, 711, 812)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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struct apple
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{
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float2 a;
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float b;
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float4 c;
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};
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cbuffer buffer
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{
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float4 foo : packoffset(c3);
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struct apple bar : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return 1000 * foo + 100 * float4(bar.a, 0, 0) + 10 * float4(bar.b, 0, 0, 0) + bar.c;
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (12468.0, 13509.0, 14010.0, 15011.0)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float2 c : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return float4(c, c);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (2.0, 3.0, 2.0, 3.0)
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2023-02-06 14:17:24 -08:00
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Elements must respect register boundaries.
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cbuffer buffer
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{
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float4 c : packoffset(c0.z);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Matrices must be aligned.
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cbuffer buffer
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{
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float1x1 m : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Arrays must be aligned.
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cbuffer buffer
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{
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float a[1] : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Structs must be aligned.
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struct apple
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{
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float p;
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};
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cbuffer buffer
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{
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struct apple a : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Invalid offset on unused buffer.
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cbuffer buffer
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{
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float3 a : packoffset(c0.z);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Invalid offset on unused variable.
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cbuffer buffer
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{
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float a : packoffset(c0);
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float3 b : packoffset(c0.z);
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}
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float4 main() : sv_target
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{
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return a;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float4 a : packoffset(c1);
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float1 b : packoffset(c0);
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float1 c : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return 100 * a + 10 * b + c;
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}
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[test]
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uniform 0 float 1.0
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uniform 1 float 2.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (512.0, 612.0, 712.0, 812.0)
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2023-02-06 14:17:24 -08:00
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2023-02-21 17:39:24 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// packoffset cannot be used unless all elements use it.
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cbuffer buffer
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{
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float4 a : packoffset(c0);
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float4 b;
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}
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float4 main() : sv_target
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{
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return a + b;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float2 c : packoffset(c0.b);
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}
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float4 main() : sv_target
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{
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return float4(c, c);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (3.0, 4.0, 3.0, 4.0)
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2023-02-06 14:17:24 -08:00
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[pixel shader fail]
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cbuffer buffer
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{
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float2 c : packoffset(c0.xy);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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cbuffer buffer
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{
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float4x4 mat : packoffset(c0._m00);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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cbuffer buffer
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{
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float4 a : packoffset(c0._m00);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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cbuffer buffer
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{
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float2 c : packoffset(c0.xz);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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% packoffset cannot be used outside a constant buffer.
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[pixel shader fail]
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float4 a : packoffset(c0);
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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float4 foo(float4 a : packoffset(c0))
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{
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return a;
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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float4 foo(float4 a) : packoffset(c0)
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|
{
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
struct apple
|
|
|
|
{
|
|
|
|
float4 a : packoffset(c0);
|
|
|
|
};
|
|
|
|
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
struct apple a;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
struct
|
|
|
|
{
|
|
|
|
float4 a : packoffset(c0);
|
|
|
|
} s;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2023-03-01 09:28:12 -08:00
|
|
|
|
|
|
|
|
|
|
|
[texture 0]
|
|
|
|
size (1, 1)
|
|
|
|
0.0 0.0 0.0 4.0
|
|
|
|
|
|
|
|
[sampler 0]
|
|
|
|
filter linear linear linear
|
|
|
|
address clamp clamp clamp
|
|
|
|
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
// Resources are allowed inside constant buffers but they behave as regular resources.
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 a;
|
|
|
|
Texture2D tex;
|
|
|
|
sampler sam;
|
|
|
|
float4 b;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return a + b + tex.Sample(sam, float2(0, 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 1.0 0.0 0.0 0.0
|
|
|
|
uniform 4 float4 0.0 2.0 0.0 0.0
|
|
|
|
uniform 8 float4 0.0 0.0 3.0 0.0
|
|
|
|
draw quad
|
|
|
|
probe all rgba (1.0, 2.0, 0.0, 4.0)
|
|
|
|
|
|
|
|
|
|
|
|
% packoffset() cannot be used to specify other types of registers
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
sampler sam : packoffset(s0);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
Texture2D tex : packoffset(t0);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
[texture 0]
|
|
|
|
size (1, 1)
|
|
|
|
1.0 1.0 1.0 1.0
|
|
|
|
|
|
|
|
[texture 1]
|
|
|
|
size (1, 1)
|
|
|
|
2.0 2.0 2.0 2.0
|
|
|
|
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
// packoffset() can be used in Textures, doesn't change the allocated t register.
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
Texture2D tex : packoffset(c1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return tex.Load(int3(0, 0, 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
draw quad
|
|
|
|
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
|
|
|
|
|
|
|
|
|
|
|
% Samplers cannot have packoffset(), unless register() is also specified, or they are not used.
|
|
|
|
% Note: In SM1 the rules are different: packoffset() is allowed for samplers, but they cannot be
|
|
|
|
% used together with other numeric fields, which seems like a bug.
|
|
|
|
[pixel shader fail todo]
|
|
|
|
Texture2D tex;
|
|
|
|
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
sampler sam : packoffset(c1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return tex.Sample(sam, float2(0, 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
Texture2D tex;
|
|
|
|
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
sampler sam : packoffset(c1) : register(s0);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return tex.Sample(sam, float2(0, 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
sampler sam : packoffset(c1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
sampler sam : packoffset(c1);
|
|
|
|
float4 a : packoffset(c0);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
% When packoffset is used in one field, resources are also expected to have a reservation.
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : packoffset(c0);
|
|
|
|
Texture2D tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : packoffset(c0);
|
|
|
|
sampler sam;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
% register() can be used instead of packoffset().
|
2023-03-01 10:57:31 -08:00
|
|
|
[pixel shader]
|
2023-03-01 09:28:12 -08:00
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : packoffset(c0);
|
|
|
|
Texture2D tex : register(t1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2023-03-01 10:57:31 -08:00
|
|
|
[pixel shader]
|
2023-03-01 09:28:12 -08:00
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : packoffset(c0);
|
|
|
|
sampler sam : register(s1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
% Using register() alone is considered manual packing for resources, so the other fields expect packoffset().
|
2023-03-01 10:57:31 -08:00
|
|
|
[pixel shader fail]
|
2023-03-01 09:28:12 -08:00
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo;
|
|
|
|
Texture2D tex : register(t1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2023-03-01 10:57:31 -08:00
|
|
|
[pixel shader fail]
|
2023-03-01 09:28:12 -08:00
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo;
|
|
|
|
sampler sam : register(s1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
% Using register() alone is not considered manual packing for non-resources.
|
|
|
|
[pixel shader]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : register(c0);
|
|
|
|
Texture2D tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
[require]
|
|
|
|
shader model >= 5.0
|
|
|
|
|
|
|
|
[texture 0]
|
|
|
|
size (1, 1)
|
|
|
|
0.0 0.0 0.0 0.5
|
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
struct apple
|
|
|
|
{
|
|
|
|
float2 a;
|
|
|
|
Texture2D tex;
|
|
|
|
float b;
|
|
|
|
};
|
|
|
|
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
float4 foo : packoffset(c3);
|
|
|
|
struct apple bar : packoffset(c1);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 10 * foo + float4(bar.a, 0, 0) + float4(0, 0, bar.b, 0) + bar.tex.Load(int3(0, 0, 0));
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 0.0 1.0 2.0 3.0
|
|
|
|
uniform 4 float4 4.0 5.0 6.0 7.0
|
|
|
|
uniform 8 float4 8.0 9.0 10.0 11.0
|
|
|
|
uniform 12 float4 12.0 13.0 14.0 15.0
|
|
|
|
todo draw quad
|
|
|
|
todo probe all rgba (124.0, 135.0, 146.0, 150.5)
|