[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 u : register(u2); RWBuffer u1; RWBuffer u2; RWBuffer 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 u; float4 main() : sv_target1 { return 0; } [pixel shader fail todo] RWBuffer u; float4 main() : sv_target1 { return 0; } [pixel shader] RWBuffer u; float4 main() : sv_target1 { return 0; } % Array type [pixel shader fail] typedef float arr[2]; RWBuffer u; float4 main() : sv_target1 { return 0; } % Object types [pixel shader fail] RWBuffer u; float4 main() : sv_target1 { return 0; } [pixel shader fail] struct s { Texture2D t; }; RWBuffer u; float4 main() : sv_target1 { return 0; } [buffer uav 2] size (1, 1) 0.1 0.2 0.3 0.4 [pixel shader] RWBuffer u : register(u2); float4 main() : sv_target1 { u[0] = float4(11.1, 12.2, 13.3, 14.4); return 0; } [test] draw quad probe buffer uav 2 (0, 0) rgba (11.1, 12.2, 13.3, 14.4)