2023-05-03 16:25:24 -07:00
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[require]
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shader model >= 5.0
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2023-05-10 01:01:05 -07:00
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% UAVs are implicitly allocated starting from the highest render target slot.
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% They cannot overlap render target slots, and also cannot be allocated any
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% lower than the highest render target.
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% This ceases to be true with shader model 5.1.
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[render target 1]
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format r32g32b32a32 float
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size (640, 480)
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2023-05-03 16:25:24 -07:00
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[pixel shader]
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struct s
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{
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float3 a;
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};
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RWBuffer<float4> u : register(u2);
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RWBuffer<float> u1;
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RWBuffer<float2x2> u2;
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RWBuffer<struct s> u3;
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float4 main() : sv_target1
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{
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u[0] = float4(11.1, 12.2, 13.3, 14.4);
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return 0;
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}
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% Type size is too wide
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[pixel shader fail]
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struct s
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{
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float3 a;
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float2 b;
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};
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RWBuffer<struct s> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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2023-09-14 02:29:24 -07:00
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[pixel shader fail(sm<6) todo]
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2023-05-03 16:25:24 -07:00
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RWBuffer<double3> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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[pixel shader]
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RWBuffer<double2> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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% Array type
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2023-09-14 02:29:24 -07:00
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[pixel shader fail(sm<6)]
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2023-05-03 16:25:24 -07:00
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typedef float arr[2];
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RWBuffer<arr> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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% Object types
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2023-09-14 02:29:24 -07:00
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[pixel shader fail(sm<6)]
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2023-05-03 16:25:24 -07:00
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RWBuffer<Texture2D> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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[pixel shader fail]
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struct s
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{
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Texture2D t;
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};
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RWBuffer<struct s> u;
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float4 main() : sv_target1
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{
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return 0;
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}
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2023-05-10 01:01:05 -07:00
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[buffer uav 2]
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size (1, 1)
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0.1 0.2 0.3 0.4
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[pixel shader]
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RWBuffer<float4> u : register(u2);
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float4 main() : sv_target1
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{
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u[0] = float4(11.1, 12.2, 13.3, 14.4);
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return 0;
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}
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[test]
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2023-09-14 02:29:24 -07:00
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todo(sm>=6) draw quad
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2023-05-10 01:01:05 -07:00
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probe buffer uav 2 (0, 0) rgba (11.1, 12.2, 13.3, 14.4)
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