| // |
| // 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); |
| } |
| |
| |