[require] shader model >= 6.0 [uav 0] format r32 float size (2, 2) 0.1 0.2 0.3 0.4 [uav 1] size (1, 1) 0.5 0.6 0.7 0.8 [pixel shader] RWTexture2D u : register(u1); float4 main() : sv_target { /* Unlike SM < 6.0, all four components are not required to be written in a single statement. */ u[uint2(0, 0)].xy = float2(1, 2); u[uint2(0, 0)].zw = float2(3, 4); return 0; } [test] todo draw quad probe uav 1 (0, 0) rgba (1.0, 2.0, 3.0, 4.0) [pixel shader fail] Texture2D u; float4 main() : sv_target { /* SRVs are not writable. */ u[uint2(0, 0)].xyzw = float4(1, 2, 3, 4); return 0; } [pixel shader] RWTexture2D u; RWTexture2D 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 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] size (1, 1) 0.1 0.2 0.3 0.4 [pixel shader] RWTexture2D u : register(u2); float4 main() : sv_target1 { u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6); return 0; } [test] todo draw quad probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6) % Uppercase register set name [pixel shader] RWTexture2D u : register(U2); float4 main() : sv_target1 { u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6); return 0; } [test] todo 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] size (1, 1) 0.1 0.2 0.3 0.4 [uav 2] size (1, 1) 0.5 0.6 0.7 0.8 [pixel shader] RWTexture2D 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] todo 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 u : register(u1); RWTexture1D u0; float4 main() : sv_target1 { u[0] = float4(11.1, 12.2, 13.3, 14.4); return 0; } % RWTexture1DArray types [pixel shader] RWTexture1DArray u : register(u1); RWTexture1DArray 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 u : register(u1); RWTexture2D 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 u : register(u1); RWTexture2DArray 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 u : register(u1); RWTexture3D 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 u : register(u1); RWTexture2D 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 u : register(u1); RWTexture2D u0; float4 main() : sv_target1 { u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4); return 0; }