uniform Buffer g_tTexbf4_test : register(t0); Buffer g_tTexbf4; // default is float4 Buffer g_tTexbi4; Buffer g_tTexbu4; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; // Buffer float4 r00 = g_tTexbf4.Load(c1); int4 r01 = g_tTexbi4.Load(c1); uint4 r02 = g_tTexbu4.Load(c1); // TODO: other types that can be put in sampler buffers, like float2x2, and float3. psout.Color = 1.0; psout.Depth = 1.0; return psout; }