[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; }