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- // RUN: %dxc -E main -T ps_6_0 %s | FileCheck %s
- // CHECK: bufferLoad
- // CHECK: storeOutput
- //--------------------------------------------------------------------------------------
- // File: DumpToTexture.hlsl
- //
- // The PS for converting CS output buffer to a texture, used in CS path of
- // HDRToneMappingCS11 sample
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
- StructuredBuffer<float4> buffer : register( t0 );
- struct QuadVS_Output
- {
- float4 Pos : SV_POSITION;
- float2 Tex : TEXCOORD0;
- };
- cbuffer cbPS : register( b0 )
- {
- uint4 g_param;
- };
- float4 main( QuadVS_Output Input ) : SV_TARGET
- {
- // To calculate the buffer offset, it is natural to use the screen space coordinates,
- // Input.Pos is the screen space coordinates of the pixel being written
- return buffer[ (Input.Pos.x - 0.5) + (Input.Pos.y - 0.5) * g_param.x ];
- }
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