[require]
shader model >= 5.0
shader model < 6.0

[pixel shader fail]
RWTexture2D<float4> u;

float4 main() : sv_target
{
    /* All four components must be written in a single statement. */
    u[uint2(0, 0)].xy = float2(1, 2);
    u[uint2(0, 0)].zw = float2(3, 4);
    return 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;
}


[uav 1]
format r32 float
size (2d, 2, 2)

0.1 0.2
0.3 0.4

[uav 2]
size (2d, 1, 1)

0.5 0.6 0.7 0.8

[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]
todo(glsl) draw quad
probe uav 1 (0, 0) r (0.5)
probe uav 1 (0, 1) r (0.6)
probe uav 1 (1, 0) r (0.2)
probe uav 1 (1, 1) r (0.7)
probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)


% 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)

[uav 2]
size (2d, 1, 1)

0.1 0.2 0.3 0.4

[pixel shader fail]
RWTexture2D<float4> u : register(u0);

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

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

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

[pixel shader]
RWTexture2D<float4> u;

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

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


[uav 3]
size (2d, 1, 1)

0.1 0.2 0.3 0.4

[pixel shader]
RWTexture2D<float4> u : register(u3);

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

[test]
todo(glsl) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

% Uppercase register set name
[pixel shader]
RWTexture2D<float4> u : register(U3);

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

[test]
todo(glsl) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

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

[uav 2]
size (2d, 1, 1)

0.1 0.2 0.3 0.4

[uav 3]
size (2d, 1, 1)

0.5 0.6 0.7 0.8

[pixel shader]
RWTexture2D<float4> u[2] : register(u2);

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]
todo(glsl) draw quad
probe uav 2 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
probe uav 3 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)

% RWTexture1D types
[pixel shader]
struct s
{
    float3 a;
};

RWTexture1D<float4> u : register(u2);
RWTexture1D<float> u1;
RWTexture1D<float2x2> u2;
RWTexture1D<struct s> u3;

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

% RasterizerOrderedTexture1D types
[pixel shader]
struct s
{
    float3 a;
};

RasterizerOrderedTexture1D<float4> u : register(u2);
RasterizerOrderedTexture1D<float> u1;
RasterizerOrderedTexture1D<float2x2> u2;
RasterizerOrderedTexture1D<struct s> u3;

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

% RWTexture1DArray types
[pixel shader]
struct s
{
    float3 a;
};

RWTexture1DArray<float4> u : register(u2);
RWTexture1DArray<float> u1;
RWTexture1DArray<float2x2> u2;
RWTexture1DArray<struct s> u3;

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

% RasterizerOrderedTexture1DArray types
[pixel shader]
struct s
{
    float3 a;
};

RasterizerOrderedTexture1DArray<float4> u : register(u2);
RasterizerOrderedTexture1DArray<float> u1;
RasterizerOrderedTexture1DArray<float2x2> u2;
RasterizerOrderedTexture1DArray<struct s> u3;

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

% RWTexture2D types
[pixel shader]
struct s
{
    float3 a;
};

RWTexture2D<float4> u : register(u2);
RWTexture2D<float> u1;
RWTexture2D<float2x2> u2;
RWTexture2D<struct s> u3;

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

% RasterizerOrderedTexture2D types
[pixel shader]
struct s
{
    float3 a;
};

RasterizerOrderedTexture2D<float4> u : register(u2);
RasterizerOrderedTexture2D<float> u1;
RasterizerOrderedTexture2D<float2x2> u2;
RasterizerOrderedTexture2D<struct s> u3;

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

% RWTexture2DArray types
[pixel shader]
struct s
{
    float3 a;
};

RWTexture2DArray<float4> u : register(u2);
RWTexture2DArray<float> u1;
RWTexture2DArray<float2x2> u2;
RWTexture2DArray<struct s> u3;

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

% RasterizerOrderedTexture2DArray types
[pixel shader]
struct s
{
    float3 a;
};

RasterizerOrderedTexture2DArray<float4> u : register(u2);
RasterizerOrderedTexture2DArray<float> u1;
RasterizerOrderedTexture2DArray<float2x2> u2;
RasterizerOrderedTexture2DArray<struct s> u3;

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

% RWTexture3D types
[pixel shader]
struct s
{
    float3 a;
};

RWTexture3D<float4> u : register(u2);
RWTexture3D<float> u1;
RWTexture3D<float2x2> u2;
RWTexture3D<struct s> u3;

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

% RasterizerOrderedTexture3D types
[pixel shader]
struct s
{
    float3 a;
};

RasterizerOrderedTexture3D<float4> u : register(u2);
RasterizerOrderedTexture3D<float> u1;
RasterizerOrderedTexture3D<float2x2> u2;
RasterizerOrderedTexture3D<struct s> u3;

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


[require]
shader model >= 5.0

% Type is too wide
[pixel shader fail]
struct s
{
    float3 a;
    float2 b;
};
RWTexture1D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    float3 a;
    float2 b;
};
RWTexture2D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    float3 a;
    float2 b;
};
RWTexture3D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

% Array type
[pixel shader fail]
typedef float arr[2];
RWTexture1D<arr> u;

float4 main() : sv_target1
{
    return 0;
}

% Object types
[pixel shader fail]
RWTexture1D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RasterizerOrderedTexture1D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RWTexture1DArray<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RasterizerOrderedTexture1DArray<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RWTexture2D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RasterizerOrderedTexture2D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RWTexture2DArray<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RasterizerOrderedTexture2DArray<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RWTexture3D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
RasterizerOrderedTexture3D<Texture2D> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RWTexture1D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RasterizerOrderedTexture1D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RWTexture1DArray<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RasterizerOrderedTexture1DArray<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RWTexture2D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RasterizerOrderedTexture2D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RWTexture2DArray<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RasterizerOrderedTexture2DArray<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RWTexture3D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}

[pixel shader fail]
struct s
{
    Texture2D t;
};

RasterizerOrderedTexture3D<struct s> u;

float4 main() : sv_target1
{
    return 0;
}