[require] shader model >= 4.0 [srv 0] size (buffer, 4) 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 [pixel shader todo] float4 a; Buffer buffer; float4 b; float4 main() : sv_target { return float4(a.y, b.z, buffer[1].xw); } [test] uniform 0 float4 100 200 300 400 uniform 4 float4 1000 2000 3000 4000 todo(sm<6) draw quad probe all rgba (200, 3000, 4, 7) [pixel shader todo] float4 a; Buffer buffer; float4 b; float4 main() : sv_target { return float4(b.w, buffer[2]); } [test] uniform 0 float4 100 200 300 400 uniform 4 float4 1000 2000 3000 4000 todo(sm<6) draw quad probe all rgba (4000.0, 8.0, 9.0, 10.0) [srv 0] size (2d, 1, 1) -1.0 -1.0 -1.0 -1.0 [sampler 0] filter linear linear linear address clamp clamp clamp [srv 1] size (buffer, 1) 1.0 2.0 3.0 4.0 [pixel shader todo] Texture2D tex; sampler sam; Buffer buffer; float4 main() : sv_target { return float4(buffer[0].zw, tex.Sample(sam, float2(0, 0)).zw); } [test] todo(sm<6) draw quad probe all rgba (3.0, 4.0, -1.0, -1.0) [srv 0] size (buffer, 4) 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 [pixel shader todo] Buffer buffer; float4 main() : sv_target { return buffer.Load(1); } [test] todo(sm<6) draw quad probe all rgba (4.0, 5.0, 6.0, 7.0) [pixel shader todo] Buffer buffer; float4 main() : sv_target { return buffer.Load(float2(2, 9999)); } [test] todo(sm<6) draw quad probe all rgba (8.0, 9.0, 10.0, 11.0) [pixel shader fail] Buffer buffer; sampler sam; float4 main() : sv_target { return buffer.Sample(sam, 0); } [pixel shader fail] Buffer buffer; float4 main() : sv_target { uint u1, u2; buffer.GetDimensions(u1, u2); return 0; } [pixel shader todo] Buffer buf; uniform int u; float4 main() : sv_target { return buf[u]; } [test] uniform 0 int 2 todo(sm<6) draw quad probe all rgba (8.0, 9.0, 10.0, 11.0) uniform 0 int 0 todo(sm<6) draw quad probe all rgba (0.0, 1.0, 2.0, 3.0) % Buffer doesn't have offset_dim or sample_index arguments allowed. [pixel shader fail] Buffer buffer; float4 main() : sv_target { // This test fails because the output status must be an l-value. buffer.Load(0, 0); return 0; } [pixel shader fail] Buffer buffer; float4 main() : sv_target { uint u; // This test fails because there is no overload for an argument in-between the load index and // the output status. buffer.Load(0, 0, u); return 0; } [require] shader model >= 5.0 [pixel shader todo] Buffer buffer; float4 main() : sv_target { uint width; buffer.GetDimensions(width); return width; } [test] todo draw quad probe all rgba (4.0, 4.0, 4.0, 4.0)