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// Test register class offsets for different resource types
SamplerState s1 : register(s1, space1);
SamplerComparisonState s2 : register(s2, space2);
Texture1D <float4> t1 : register(t1, space1);
Texture2D <float4> t2 : register(t2, space1);
Texture3D <float4> t3 : register(t1, space2);
Texture3D <float4> ts6 : register(t1, space6);
StructuredBuffer<float4> t4 : register(t1, space3);
ByteAddressBuffer t5 : register(t2, space3);
Buffer<float4> t6 : register(t3, space3);
RWTexture1D <float4> u1 : register(u1, space1);
RWTexture2D <float4> u2 : register(u2, space2);
RWTexture3D <float4> u3 : register(u3, space2);
RWBuffer <float> u4 : register(u4, space1);
RWByteAddressBuffer u5 : register(u4, space2);
RWStructuredBuffer<float> u6 : register(u4, space3);
AppendStructuredBuffer<float> u7 : register(u4, space4);
ConsumeStructuredBuffer<float> u8 : register(u4, space5);
cbuffer cb : register(b1, space6) {
int cb1;
};
tbuffer tb : register(t7) {
int tb1;
};
float4 main() : SV_Target0
{
t1;
t2;
t3;
t4[0];
t5.Load(0);
t6;
s1;
s2;
u1;
u2;
u3;
u4[0];
u5.Load(0);
u6[0];
u7;
u8;
cb1;
tb1;
ts6;
return 0;
}