[require]
shader model >= 5.0
descriptors

[srv 0]
format r32-float
size (2d, 1, 1)

1.0

[srv 1]
format r32-float
size (2d, 1, 1)

2.0

[srv 2]
format r32-float
size (2d, 1, 1)

3.0

[pixel shader]
Texture2D<float> t : register(t1);

float4 main() : SV_Target
{
    return t.Load(uint3(0, 0, 0));
}

[test]
draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)

[descriptors]
t[1:1], space 0, srv 2

[test]
draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)

[descriptors]
t[1:2], space 0, srv 0

[test]
draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)

[require]
shader model >= 5.0
descriptors
format r32-float uav-load

[uav 1]
format r32-float
size (2d, 1, 1)

1.0

[uav 2]
format r32-float
size (2d, 1, 1)

2.0

[uav 3]
format r32-float
size (2d, 1, 1)

3.0

[pixel shader]
RWTexture2D<float> u : register(u2);

float4 main() : SV_Target
{
    return u[uint2(0, 0)];
}

[descriptors]

[test]
todo(msl) draw quad
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)

[descriptors]
u[2:2], space 0, uav 3

[test]
draw quad
probe (0, 0) f32(3.0, 3.0, 3.0, 3.0)

[descriptors]
u[2:3], space 0, uav 1

[test]
draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
