cbuffer Region : register(b0) { float2 offset; float2 extent; float z; float level; }; struct VsOutput { float4 pos: SV_POSITION; float4 uv: TEXCOORD0; }; // Create a screen filling triangle VsOutput vs_blit_2d(uint id: SV_VertexID) { float2 coord = float2((id << 1) & 2, id & 2); VsOutput output = { float4(float2(-1.0, 1.0) + coord * float2(2.0, -2.0), 0.0, 1.0), float4(offset + coord * extent, z, level) }; return output; } SamplerState BlitSampler : register(s0); Texture2DArray BlitSrc_Uint : register(t0); Texture2DArray BlitSrc_Sint : register(t0); Texture2DArray BlitSrc_Float : register(t0); // TODO: get rid of GetDimensions call uint4 Nearest_Uint(float4 uv) { float4 size; BlitSrc_Uint.GetDimensions(0, size.x, size.y, size.z, size.w); float2 pix = uv.xy * size.xy; return BlitSrc_Uint.Load(int4(int2(pix), uv.zw)); } int4 Nearest_Sint(float4 uv) { float4 size; BlitSrc_Sint.GetDimensions(0, size.x, size.y, size.z, size.w); float2 pix = uv.xy * size.xy; return BlitSrc_Sint.Load(int4(int2(pix), uv.zw)); } uint4 ps_blit_2d_uint(VsOutput input) : SV_Target { return Nearest_Uint(input.uv); } int4 ps_blit_2d_int(VsOutput input) : SV_Target { return Nearest_Sint(input.uv); } float4 ps_blit_2d_float(VsOutput input) : SV_Target { return BlitSrc_Float.SampleLevel(BlitSampler, input.uv.xyz, input.uv.w); }