[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. [rtv 1] format r32g32b32a32-float size (2d, 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; } [pixel shader] struct s { float3 a; }; RasterizerOrderedBuffer<float4> u : register(u2); RasterizerOrderedBuffer<float> u1; RasterizerOrderedBuffer<float2x2> u2; RasterizerOrderedBuffer<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; } [pixel shader fail] struct s { float3 a; float2 b; }; RasterizerOrderedBuffer<struct s> u; float4 main() : sv_target1 { return 0; } [pixel shader fail(sm<6) todo] RasterizerOrderedBuffer<double3> u; float4 main() : sv_target1 { return 0; } [pixel shader] RasterizerOrderedBuffer<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; } [pixel shader fail(sm<6)] typedef float arr[2]; RasterizerOrderedBuffer<arr> u; float4 main() : sv_target1 { return 0; } % Object types [pixel shader fail(sm<6)] RasterizerOrderedBuffer<Texture2D> u; float4 main() : sv_target1 { return 0; } [pixel shader fail] struct s { Texture2D t; }; RasterizerOrderedBuffer<struct s> u; float4 main() : sv_target1 { return 0; } [require] shader model >= 5.0 [uav 1] format r32g32b32a32-sint size (buffer, 2) 1 2 3 4 5 6 7 8 [pixel shader] RWBuffer<int4> u : register(u1); float4 main() : sv_target { u[0] = int4(11, -12, 13, -14); u[1] = int4(-15, 16, -17, 18); return 0; } [test] todo(msl) draw quad probe uav 1 (0) rgbai (11, -12, 13, -14) probe uav 1 (1) rgbai (-15, 16, -17, 18) [uav 2] format r32g32b32a32-float size (buffer, 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(msl) draw quad probe uav 2 (0) rgba (11.1, 12.2, 13.3, 14.4)