| // Test register class offsets for different resource types |
| |
| SamplerState s1 : register(s1); |
| SamplerComparisonState s2 : register(s2); |
| |
| Texture1D <float4> t1 : register(t1); |
| Texture2D <float4> t2 : register(t2); |
| Texture3D <float4> t3 : register(t3); |
| StructuredBuffer<float4> t4 : register(t4); |
| ByteAddressBuffer t5 : register(t5); |
| Buffer<float4> t6 : register(t6); |
| |
| RWTexture1D <float4> u1 : register(u1); |
| RWTexture2D <float4> u2 : register(u2); |
| RWTexture3D <float4> u3 : register(u3); |
| |
| RWBuffer <float> u4 : register(u4); |
| RWByteAddressBuffer u5 : register(u5); |
| RWStructuredBuffer<float> u6 : register(u6); |
| AppendStructuredBuffer<float> u7 : register(u7); |
| ConsumeStructuredBuffer<float> u8 : register(u8); |
| |
| cbuffer cb : register(b1) { |
| 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; |
| |
| return 0; |
| } |