1 Texture1D<float> i1D: register(t0);
2 Texture2D<float> i2D: register(t1);
3 Texture3D<float> i3D: register(t2);
4 Texture1DArray<float> i1DArray: register(t3);
5 Texture2DArray<float> i2DArray: register(t4);
6 Texture2DMS<float> i2DMS: register(t5);
7 Texture2DMSArray<float> i2DMSArray: register(t6);
9 Texture1D<int> ii1D: register(t7);
10 Texture2D<int> ii2D: register(t8);
11 Texture3D<int> ii3D: register(t9);
12 Texture1DArray<int> ii1DArray: register(t10);
13 Texture2DArray<int> ii2DArray: register(t11);
14 Texture2DMS<int> ii2DMS: register(t12);
15 Texture2DMSArray<int> ii2DMSArray: register(t13);
17 RWTexture3D<float> OUT: register(u0);
20 void main(uint3 tid: SV_DispatchThreadID)
26 f += i1DArray[tid.xy];
28 f += i2DMS.Load(tid.xy, 1);
29 f += i2DMSArray.Load(tid, 3);
35 i += ii1DArray[tid.xy];
37 i += ii2DMS.Load(tid.xy, 1);
38 i += ii2DMSArray.Load(tid, 3);
40 OUT[tid] = f + float(i);