[require]
shader model >= 5.0

% UAVs are implicitly allocated starting from the highest render target slot.
% They cannot overlap render target slots, and also cannot be allocated any
% lower than the highest render target.
% This ceases to be true with shader model 5.1.

[render target 1]
format r32g32b32a32 float
size (640, 480)

[pixel shader]
struct s
{
    float3 a;
};

RWBuffer<float4> u : register(u2);
RWBuffer<float> u1;
RWBuffer<float2x2> u2;
RWBuffer<struct s> u3;

float4 main() : sv_target1
{
    u[0] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% Type size is too wide
[pixel shader fail]
struct s
{
    float3 a;
    float2 b;
};
RWBuffer<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail(sm<6) todo]
RWBuffer<double3> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader]
RWBuffer<double2> u;

float4 main() : sv_target1
{
    return 0;
}

% Array type
[pixel shader fail(sm<6)]
typedef float arr[2];
RWBuffer<arr> u;

float4 main() : sv_target1
{
    return 0;
}

% Object types
[pixel shader fail(sm<6)]
RWBuffer<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};
RWBuffer<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[buffer uav 2]
size (1, 1)

0.1 0.2 0.3 0.4

[pixel shader]
RWBuffer<float4> u : register(u2);

float4 main() : sv_target1
{
    u[0] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

[test]
todo(sm>=6) draw quad
probe buffer uav 2 (0, 0) rgba (11.1, 12.2, 13.3, 14.4)
