mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
304 lines
10 KiB
Plaintext
304 lines
10 KiB
Plaintext
[require]
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shader model >= 4.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 4]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 5]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 6]
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filter linear linear linear
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address clamp clamp clamp
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[texture 0]
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size (1, 1)
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0.0 0.0 0.0 1.0
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[texture 1]
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size (1, 1)
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1.0 1.0 1.0 1.0
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[texture 2]
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size (1, 1)
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2.0 2.0 2.0 1.0
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[texture 3]
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size (1, 1)
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3.0 3.0 3.0 1.0
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[texture 4]
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size (1, 1)
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4.0 4.0 4.0 1.0
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[texture 5]
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size (1, 1)
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5.0 5.0 5.0 1.0
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[texture 6]
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size (1, 1)
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6.0 6.0 6.0 1.0
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[texture 7]
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size (1, 1)
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7.0 7.0 7.0 1.0
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[texture 8]
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size (1, 1)
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8.0 8.0 8.0 1.0
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[texture 9]
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size (1, 1)
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9.0 9.0 9.0 1.0
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% Regarding resource allocation ordering in SM4, textures go in this order:
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% 1. Textures created from SM1-style samples, in decreasing "bind count".
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% In case there is a tie in the "bind count", the order is given by the order of appearance of
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% the tex1D/tex2D/tex3D/texCube calls that create them.
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% 2. Regular textures in order of declaration.
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%
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% Note that the "bind count" should not be confused with the "allocation size".
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%
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% The "bind count" appears in the RDEF table ("Count" row), and is determined by the last field
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% actually used.
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% The "allocation size" for textures affects the starting register id for the next resource in the
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% table, and may be larger than the "bind count".
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[pixel shader]
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// sam_arr_10 sampler NA NA s0 1
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// sam_arr_01 sampler NA NA s1 2
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// sam_arr_11 sampler NA NA s3 2
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// samA sampler NA NA s5 1
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// samB sampler NA NA s6 1
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// sam_arr_11 texture float4 2d t0 2
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// sam_arr_01 texture float4 2d t2 2
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// samB texture float4 2d t4 1
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// sam_arr_10 texture float4 2d t5 1
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// samA texture float4 2d t6 1
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// tex texture float4 2d t7 1
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// texs texture float4 2d t8 2
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Texture2D tex;
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Texture2D texs[2];
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sampler samA;
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sampler samB;
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sampler sam_arr_10[2];
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sampler sam_arr_01[2];
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sampler sam_arr_11[2];
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float4 main() : sv_target
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{
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float4 f = 0, g = 0, h = 0, res;
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f += 100 * tex2D(samB, float2(0, 0));
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f += 10 * tex2D(sam_arr_10[0], float2(0, 0));
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f += 1 * tex2D(sam_arr_11[0], float2(0, 0));
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g += 100 * tex2D(sam_arr_11[1], float2(0, 0));
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g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
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g += 1 * texs[1].Load(int3(0, 0, 0));
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h += 100 * texs[0].Load(int3(0, 0, 0));
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h += 10 * tex.Load(int3(0, 0, 0));
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h += 1 * tex2D(samA, float2(0, 0));
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res.x = f.x;
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res.y = g.x;
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res.z = h.x;
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res.w = f.w + g.w + h.w;
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return res;
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}
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[test]
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draw quad
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probe all rgba (450, 139, 876, 333)
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% Same as the first test, but inverting the declaration order.
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% Regarding textures, only the allocation of those that are not created from samplers is affected.
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[pixel shader]
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// sam_arr_11 sampler NA NA s0 2
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// sam_arr_01 sampler NA NA s2 2
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// sam_arr_10 sampler NA NA s4 1
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// samB sampler NA NA s5 1
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// samA sampler NA NA s6 1
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// sam_arr_11 texture float4 2d t0 2
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// sam_arr_01 texture float4 2d t2 2
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// samB texture float4 2d t4 1
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// sam_arr_10 texture float4 2d t5 1
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// samA texture float4 2d t6 1
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// texs texture float4 2d t7 2
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// tex texture float4 2d t9 1
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sampler sam_arr_11[2];
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sampler sam_arr_01[2];
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sampler sam_arr_10[2];
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sampler samB;
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sampler samA;
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Texture2D texs[2];
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Texture2D tex;
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float4 main() : sv_target
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{
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float4 f = 0, g = 0, h = 0, res;
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f += 100 * tex2D(samB, float2(0, 0));
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f += 10 * tex2D(sam_arr_10[0], float2(0, 0));
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f += 1 * tex2D(sam_arr_11[0], float2(0, 0));
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g += 100 * tex2D(sam_arr_11[1], float2(0, 0));
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g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
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g += 1 * texs[1].Load(int3(0, 0, 0));
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h += 100 * texs[0].Load(int3(0, 0, 0));
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h += 10 * tex.Load(int3(0, 0, 0));
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h += 1 * tex2D(samA, float2(0, 0));
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res.x = f.x;
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res.y = g.x;
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res.z = h.x;
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res.w = f.w + g.w + h.w;
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return res;
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}
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[test]
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draw quad
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probe all rgba (450, 138, 796, 333)
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% Same as the first test, but inverting the resource loads order.
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% Regarding textures, only the allocation of those that are created from samplers is affected.
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[pixel shader]
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// sam_arr_10 sampler NA NA s0 1
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// sam_arr_01 sampler NA NA s1 2
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// sam_arr_11 sampler NA NA s3 2
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// samA sampler NA NA s5 1
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// samB sampler NA NA s6 1
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// sam_arr_01 texture float4 2d t0 2
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// sam_arr_11 texture float4 2d t2 2
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// samA texture float4 2d t4 1
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// sam_arr_10 texture float4 2d t5 1
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// samB texture float4 2d t6 1
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// tex texture float4 2d t7 1
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// texs texture float4 2d t8 2
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Texture2D tex;
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Texture2D texs[2];
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sampler samA;
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sampler samB;
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sampler sam_arr_10[2];
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sampler sam_arr_01[2];
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sampler sam_arr_11[2];
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float4 main() : sv_target
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{
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float4 f = 0, g = 0, h = 0, res;
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f += 100 * tex2D(samA, float2(0, 0));
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f += 10 * tex.Load(int3(0, 0, 0));
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f += 1 * texs[0].Load(int3(0, 0, 0));
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g += 100 * texs[1].Load(int3(0, 0, 0));
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g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
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g += 1 * tex2D(sam_arr_11[1], float2(0, 0));
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h += 100 * tex2D(sam_arr_11[0], float2(0, 0));
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h += 10 * tex2D(sam_arr_10[0], float2(0, 0));
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h += 1 * tex2D(samB, float2(0, 0));
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res.x = f.x;
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res.y = g.x;
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res.z = h.x;
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res.w = f.w + g.w + h.w;
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return res;
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}
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[test]
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draw quad
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probe all rgba (478, 913, 256, 333)
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% We can conclude that for declared texture arrays, if they are used, the "allocation size" is the
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% whole array.
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% On the other hand, for textures generated from samplers. the "allocation size" is the "bind count".
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[pixel shader]
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// sam_arr sampler NA NA s0 2
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// sam sampler NA NA s2 1
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// sam_arr texture float4 2d t0 2
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// texs texture float4 2d t2 1
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// tex texture float4 2d t5 1
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sampler sam;
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Texture2D texs[3];
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sampler sam_arr[3];
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Texture2D tex;
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float4 main() : sv_target
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{
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float4 res = 0;
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res += 100 * texs[0].Sample(sam, float2(0, 0));
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res += 10 * tex2D(sam_arr[1], float2(0, 0));
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res += 1 * tex.Sample(sam, float2(0, 0));
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return res;
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}
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[test]
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draw quad
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probe all rgba (215, 215, 215, 111)
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% Test that textures created from SM1-style samples allocation order is in decreasing "bind count".
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[pixel shader]
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// tex_100 sampler NA NA s0 1
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// tex_010 sampler NA NA s1 2
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// tex_001 sampler NA NA s3 3
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// tex_001 texture float4 2d t0 3
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// tex_010 texture float4 2d t3 2
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// tex_100 texture float4 2d t5 1
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sampler tex_100[3];
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sampler tex_010[3];
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sampler tex_001[3];
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float4 main() : sv_target
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{
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float4 res;
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res.x = tex2D(tex_100[0], float2(0, 0)).x;
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res.y = tex2D(tex_010[1], float2(0, 0)).x;
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res.z = tex2D(tex_001[2], float2(0, 0)).x;
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res.w = 0;
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return res;
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}
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[test]
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draw quad
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probe all rgba (5, 4, 2, 0)
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