1 // Test register class offsets for different resource types
3 SamplerState s1 : register(s1, space1);
4 SamplerComparisonState s2 : register(s2, space2);
6 Texture1D <float4> t1 : register(t1, space1);
7 Texture2D <float4> t2 : register(t2, space1);
8 Texture3D <float4> t3 : register(t1, space2);
9 Texture3D <float4> ts6 : register(t1, space6);
10 StructuredBuffer<float4> t4 : register(t1, space3);
12 ByteAddressBuffer t5 : register(t2, space3);
13 Buffer<float4> t6 : register(t3, space3);
15 RWTexture1D <float4> u1 : register(u1, space1);
16 RWTexture2D <float4> u2 : register(u2, space2);
17 RWTexture3D <float4> u3 : register(u3, space2);
19 RWBuffer <float> u4 : register(u4, space1);
20 RWByteAddressBuffer u5 : register(u4, space2);
21 RWStructuredBuffer<float> u6 : register(u4, space3);
22 AppendStructuredBuffer<float> u7 : register(u4, space4);
23 ConsumeStructuredBuffer<float> u8 : register(u4, space5);
25 cbuffer cb : register(b1, space6) {
29 tbuffer tb : register(t7) {
33 float4 main() : SV_Target0