blob: 505e2221376f42fc1b910a6b73c5db8422a83e83 [file] [log] [blame]
Texture2D<float4> TextureF2D : register(t0);
Texture2D<uint4> TextureUI2D : register(t0);
Texture2D<int4> TextureI2D : register(t0);
Texture3D<float4> TextureF3D : register(t0);
Texture3D<uint4> TextureUI3D : register(t0);
Texture3D<int4> TextureI3D : register(t0);
Texture2DArray<float4> TextureF2DArray : register(t0);
Texture2DArray<uint4> TextureUI2DArray : register(t0);
Texture2DArray<int4> TextureI2DArray : register(t0);
SamplerState Sampler : register(s0);
cbuffer SwizzleProperties : register(b0)
{
uint4 SwizzleIndices : packoffset(c0);
}
float4 SwizzleLookup(in float4 sample)
{
float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
}
int4 SwizzleLookup(in int4 sample)
{
int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
}
uint4 SwizzleLookup(in uint4 sample)
{
uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
}
float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord));
}
int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI2D.GetDimensions(size.x, size.y);
return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0)));
}
uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI2D.GetDimensions(size.x, size.y);
return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0)));
}
float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord));
}
int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI3D.GetDimensions(size.x, size.y, size.z);
return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0)));
}
uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI3D.GetDimensions(size.x, size.y, size.z);
return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0)));
}
float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer)));
}
int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureI2DArray.GetDimensions(size.x, size.y, size.z);
return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
}
uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint3 size;
TextureUI2DArray.GetDimensions(size.x, size.y, size.z);
return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
}