| RWTexture1D<float> i1D: register(u0); |
| RWTexture2D<float> i2D: register(u1); |
| RWTexture3D<float> i3D: register(u2); |
| RWTexture1DArray<float> i1DArray: register(u3); |
| RWTexture2DArray<float> i2DArray: register(u4); |
| |
| RWTexture1D<int> ii1D: register(u5); |
| RWTexture2D<int> ii2D: register(u6); |
| RWTexture3D<int> ii3D: register(u7); |
| RWTexture1DArray<int> ii1DArray: register(u8); |
| RWTexture2DArray<int> ii2DArray: register(u9); |
| |
| RWTexture3D<float> OUT: register(u10); |
| |
| [numthreads(8,8,8)] |
| void main(uint3 tid: SV_DispatchThreadID) |
| { |
| float f = 0.0; |
| f += i1D[tid.x]; |
| f += i2D[tid.xy]; |
| f += i3D[tid]; |
| f += i1DArray[tid.xy]; |
| f += i2DArray[tid]; |
| |
| int i = 0.0; |
| i += ii1D[tid.x]; |
| i += ii2D[tid.xy]; |
| i += ii3D[tid]; |
| i += ii1DArray[tid.xy]; |
| i += ii2DArray[tid]; |
| |
| OUT[tid] = f + float(i); |
| } |