blob: 50f4f1dd5ac4975a4551101c8217cb7bf900062a [file] [log] [blame]
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
Texture3D<float4> TextureF : register(t0);
Texture3D<uint4> TextureUI : register(t0);
Texture3D<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
struct VS_INPUT
{
float2 Position : POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : LAYER;
float3 TexCoord : TEXCOORD;
};
struct GS_OUTPUT
{
float4 Position : SV_POSITION;
uint Layer : SV_RENDERTARGETARRAYINDEX;
float3 TexCoord : TEXCOORD;
};
VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
{
VS_OUTPUT output;
output.Position = float4(input.Position, 0.0f, 1.0f);
output.Layer = input.Layer;
output.TexCoord = input.TexCoord;
return output;
}
[maxvertexcount(3)]
void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
{
GS_OUTPUT output;
for (int i = 0; i < 3; i++)
{
output.Position = input[i].Position;
output.Layer = input[i].Layer;
output.TexCoord = input[i].TexCoord;
outputStream.Append(output);
}
}
float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
{
return TextureF.Sample(Sampler, input.TexCoord).rgba;
}
uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
}
int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
}
float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
}
uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
}
float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
}
float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureUI.GetDimensions(size.x, size.y, size.z);
return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
}
int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
{
uint3 size;
TextureI.GetDimensions(size.x, size.y, size.z);
return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
}
float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
{
return TextureF.Sample(Sampler, input.TexCoord).rrra;
}
float4 PS_PassthroughRGBA3D_4444(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(15, 15, 15, 15)) / float4(15, 15, 15, 15);
}
float4 PS_PassthroughRGB3D_565(GS_OUTPUT input) : SV_TARGET0
{
return float4(round(TextureF.Sample(Sampler, input.TexCoord).rgb * float3(31, 63, 31)) / float3(31, 63, 31), 1.0f);
}
float4 PS_PassthroughRGBA3D_5551(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(31, 31, 31, 1)) / float4(31, 31, 31, 1);
}
float4 PS_PassthroughRGBA3D_2101010(GS_OUTPUT input) : SV_TARGET0
{
return round(TextureF.Sample(Sampler, input.TexCoord) * float4(31, 31, 31, 1)) / float4(31, 31, 31, 1);
}