% Tests for register reservations that use the "profile" syntax. [require] shader model >= 4.0 [srv 0] size (2d, 1, 1) 0.0 0.0 0.0 99.0 [srv 1] size (2d, 1, 1) 1.0 1.0 1.0 99.0 [srv 2] size (2d, 1, 1) 2.0 2.0 2.0 99.0 [pixel shader todo] Texture2D tex1 : register(vs, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad % sm6 seems to ignore profile qualifiers entirely. if(sm>=6) probe (0,0) rgba (1, 1, 1, 99) if(sm<6) probe (0,0) rgba (0, 0, 0, 99) [pixel shader todo] Texture2D tex1 : register(cs, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad if(sm>=6) probe (0,0) rgba (1, 1, 1, 99) if(sm<6) probe (0,0) rgba (0, 0, 0, 99) [pixel shader todo] Texture2D tex1 : register(ps, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad probe (0, 0) rgba (1, 1, 1, 99) [pixel shader fail todo] Texture2D tex1 : register(PS, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader fail todo] Texture2D tex1 : register(qs, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader fail] Texture2D tex1 : register(ps); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader fail(sm<6) todo] Texture2D tex1 : register(ps_4, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] draw quad probe (0, 0) rgba (1, 1, 1, 99) [pixel shader todo] Texture2D tex1 : register(ps_4_0, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad probe (0, 0) rgba (1, 1, 1, 99) [pixel shader fail] Texture2D tex1 : register(ps.4.0, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader todo] Texture2D tex1 : register(ps_4_1, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad if(sm>=6) probe (0,0) rgba (1, 1, 1, 99) if(sm<6) probe (0,0) rgba (0, 0, 0, 99) [pixel shader todo] Texture2D tex1 : register(ps_4_1, t1) : register(ps_4_0, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad probe (0, 0) rgba (2, 2, 2, 99) % The documentation explicitly gives this case as an example, implying that a % more specific profile takes precedence over a less specific one. It doesn't. % If we're not on the specific version, the compiler silently chooses the % general case; if we are, the compiler detects a conflict and fails. % sm6 is of course different. It seems to detect conflicts if the exact same % reservation is given, but if two different reservations are given it instead % just picks the last one, without regard to version. [pixel shader todo] Texture2D tex1 : register(ps, t1) : register(ps_5_0, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad if(sm>=6) probe (0,0) rgba (2, 2, 2, 99) if(sm<6) probe (0,0) rgba (1, 1, 1, 99) [pixel shader fail(sm<6) todo] Texture2D tex1 : register(ps, t1) : register(ps_4_0, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] draw quad probe (0, 0) rgba (2, 2, 2, 99) [pixel shader fail(sm<6) todo] Texture2D tex1 : register(ps_4_0, t1) : register(ps, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] draw quad probe (0, 0) rgba (2, 2, 2, 99) [pixel shader fail(sm<6) todo] Texture2D tex1 : register(ps_6_0, t1) : register(ps, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] draw quad probe (0, 0) rgba (2, 2, 2, 99) [pixel shader fail todo] Texture2D tex1 : register(ps_4_0, t1) : register(t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader fail] Texture2D tex1 : register(t1, ps_4_0); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } % It's also illegal to specify contradictory register reservations with the % *same* profile, even if they aren't the current one. [pixel shader fail todo] Texture2D tex1 : register(vs_4_0, t1) : register(vs_4_0, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [pixel shader fail todo] Texture2D tex1 : register(vs, t1) : register(vs, t2); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } % Specifying the same reservation twice is fine, though. [pixel shader todo] Texture2D tex1 : register(ps, t1) : register(ps, t1); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad probe (0, 0) rgba (1, 1, 1, 99) % Bracket exprs should still parse correctly. [pixel shader todo] Texture2D tex1 : register(ps, t[1]); float4 main() : sv_target { return tex1.Load(int3(0, 0, 0)); } [test] todo(sm<6) draw quad if(sm>=6) probe (0, 0) rgba(0, 0, 0, 99) if(sm<6) probe (0, 0) rgba(1, 1, 1, 99) % This works, though the bind point is ignored. [pixel shader fail(sm>=6) todo(sm<6)] float a : register(ps[5], c1); float4 main() : sv_target { return a; } [test] uniform 0 float 1.0 todo draw quad probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)