[require]
shader model >= 6.0
format r32g32b32a32-float uav-load

[uav 0]
format r32-float
size (2d, 2, 2)
0.1 0.2
0.3 0.4

[uav 1]
format r32g32b32a32-float
size (2d, 1, 1)
0.5 0.6 0.7 0.8

[pixel shader]
RWTexture2D<float4> u : register(u1);

float4 main() : sv_target
{
    /* Unlike SM < 6.0, all four components are not required to be written in a single statement.
     * but this requires Typed UAV Load Additional Formats. */
    u[uint2(0, 0)].xy = float2(1, 2);
    u[uint2(0, 0)].zw = float2(3, 4);
    return 0;
}

[test]
draw quad
probe uav 1 (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

[pixel shader fail]
Texture2D<float4> u;

float4 main() : sv_target
{
    /* SRVs are not writable. */
    u[uint2(0, 0)].xyzw = float4(1, 2, 3, 4);
    return 0;
}

[pixel shader]
RWTexture2D<float> u;
RWTexture2D<float4> v;

float4 main() : sv_target
{
    u[uint2(0, 0)] = 0.5;
    u[uint2(0, 1)].x = 0.6;
    u[uint2(1, 1)] = 0.7;
    v[uint2(0, 0)].yxwz = float4(1, 2, 3, 4);
    return 0;
}

[test]
draw quad
probe uav 0 (0, 0) r (0.5)
probe uav 0 (0, 1) r (0.6)
probe uav 0 (1, 0) r (0.2)
probe uav 0 (1, 1) r (0.7)
probe uav 1 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)


[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4

[pixel shader]
RWTexture2D<float4> u : register(u2);

float4 main() : sv_target1
{
    u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
    return 0;
}

[test]
draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

% Uppercase register set name
[pixel shader]
RWTexture2D<float4> u : register(U2);

float4 main() : sv_target1
{
    u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
    return 0;
}

[test]
draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

% Test that we can declare and use an array of UAVs.

[uav 1]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4

[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.5 0.6 0.7 0.8

[pixel shader]
RWTexture2D<float4> u[2] : register(u1);

float4 main() : sv_target1
{
    u[0][uint2(0, 0)] = float4(1.1, 1.2, 1.3, 1.4);
    u[1][uint2(0, 0)] = float4(2.1, 2.2, 2.3, 2.4);
    return 0;
}

[test]
draw quad
probe uav 1 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
probe uav 2 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)

% RWTexture1D types
[pixel shader]

RWTexture1D<float4> u : register(u1);
RWTexture1D<float> u0;

float4 main() : sv_target1
{
    u[0] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% RWTexture1DArray types
[pixel shader]

RWTexture1DArray<float4> u : register(u1);
RWTexture1DArray<float> u0;

float4 main() : sv_target1
{
    u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% RWTexture2D types
[pixel shader]

RWTexture2D<float4> u : register(u1);
RWTexture2D<float> u0;

float4 main() : sv_target1
{
    u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% RWTexture2DArray types
[pixel shader]

RWTexture2DArray<float4> u : register(u1);
RWTexture2DArray<float> u0;

float4 main() : sv_target1
{
    u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% RWTexture3D types
[pixel shader]

RWTexture3D<float4> u : register(u1);
RWTexture3D<float> u0;

float4 main() : sv_target1
{
    u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% Structs are invalid in SM 6.
[pixel shader fail]
struct s
{
    float4 a;
};

RWTexture2D<float4> u : register(u1);
RWTexture2D<struct s> u0;

float4 main() : sv_target1
{
    u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}

% Matrices are invalid in SM 6.
[pixel shader fail]

RWTexture2D<float4> u : register(u1);
RWTexture2D<float2x2> u0;

float4 main() : sv_target1
{
    u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
    return 0;
}