uniform Buffer g_tTexbfs_test : register(t0); Buffer g_tTexbfs; Buffer g_tTexbis; Buffer g_tTexbus; 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 float r00 = g_tTexbfs.Load(c1); int r01 = g_tTexbis.Load(c1); uint r02 = g_tTexbus.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; }