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vkd3d-shader/hlsl: Improve UAV format type checking for buffer types.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Alexandre Julliard
parent
cff22ecde8
commit
cf8cacd336
Notes:
Alexandre Julliard
2023-05-22 23:19:48 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/193
80
tests/uav-rwbuffer.shader_test
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80
tests/uav-rwbuffer.shader_test
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@@ -0,0 +1,80 @@
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[require]
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shader model >= 5.0
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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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[pixel shader fail todo]
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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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[pixel shader fail]
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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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[pixel shader fail]
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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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57
tests/uav-rwstructuredbuffer.shader_test
Normal file
57
tests/uav-rwstructuredbuffer.shader_test
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@@ -0,0 +1,57 @@
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[require]
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shader model >= 5.0
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[pixel shader todo]
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struct s
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{
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float3 a;
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};
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struct s2
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{
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float4x4 f1, f2, f3;
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};
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RWStructuredBuffer<float4> u : register(u2);
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RWStructuredBuffer<float> u1;
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RWStructuredBuffer<float2x2> u2;
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RWStructuredBuffer<struct s> u3;
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RWStructuredBuffer<float4x4> u4;
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RWStructuredBuffer<struct s2> u5;
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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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% Array type
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[pixel shader]
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typedef float arr[2];
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RWStructuredBuffer<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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[pixel shader fail]
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RWStructuredBuffer<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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RWStructuredBuffer<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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@@ -161,3 +161,171 @@ float4 main() : sv_target1
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draw quad
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probe uav 2 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
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probe uav 3 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)
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% RWTexture1D types
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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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RWTexture1D<float4> u : register(u2);
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RWTexture1D<float> u1;
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RWTexture1D<float2x2> u2;
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RWTexture1D<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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% RWTexture2D types
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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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RWTexture2D<float4> u : register(u2);
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RWTexture2D<float> u1;
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RWTexture2D<float2x2> u2;
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RWTexture2D<struct s> u3;
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float4 main() : sv_target1
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{
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u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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return 0;
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}
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% RWTexture3D types
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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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RWTexture3D<float4> u : register(u2);
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RWTexture3D<float> u1;
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RWTexture3D<float2x2> u2;
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RWTexture3D<struct s> u3;
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float4 main() : sv_target1
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{
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u[int3(0, 0, 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 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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RWTexture1D<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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[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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RWTexture2D<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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[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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RWTexture3D<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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% Array type
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[pixel shader fail]
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typedef float arr[2];
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RWTexture1D<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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[pixel shader fail]
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RWTexture1D<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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RWTexture2D<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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RWTexture3D<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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RWTexture1D<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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[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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RWTexture2D<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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[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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RWTexture3D<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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