| // 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; | |
| } |