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			617 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			617 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 5.0
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| shader model < 6.0
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| format r32-float uav-load
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| format r32g32b32a32-float uav-load
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| 
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| [pixel shader fail]
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| RWTexture2D<float4> u;
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| 
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| float4 main() : sv_target
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| {
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|     /* All four components must be written in a single statement. */
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|     u[uint2(0, 0)].xy = float2(1, 2);
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|     u[uint2(0, 0)].zw = float2(3, 4);
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|     return 0;
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| }
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| 
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| [pixel shader fail]
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| Texture2D<float4> u;
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| 
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| float4 main() : sv_target
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| {
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|     /* SRVs are not writable. */
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|     u[uint2(0, 0)].xyzw = float4(1, 2, 3, 4);
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|     return 0;
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| }
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| 
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| 
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| [uav 1]
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| format r32-float
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| size (2d, 2, 2)
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| 
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| 0.1 0.2
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| 0.3 0.4
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| 
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| [uav 2]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 
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| 0.5 0.6 0.7 0.8
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| 
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| [pixel shader]
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| RWTexture2D<float> u;
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| RWTexture2D<float4> v;
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| 
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| float4 main() : sv_target
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| {
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|     u[uint2(0, 0)] = 0.5;
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|     u[uint2(0, 1)].x = 0.6;
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|     u[uint2(1, 1)] = 0.7;
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|     v[uint2(0, 0)].yxwz = float4(1, 2, 3, 4);
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|     return 0;
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| }
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| 
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| [test]
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| draw quad
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| probe uav 1 (0, 0) r (0.5)
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| probe uav 1 (0, 1) r (0.6)
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| probe uav 1 (1, 0) r (0.2)
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| probe uav 1 (1, 1) r (0.7)
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| probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
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| 
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| 
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| % UAVs are implicitly allocated starting from the highest render target slot.
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| % They cannot overlap render target slots, and also cannot be allocated any
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| % lower than the highest render target.
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| % This ceases to be true with shader model 5.1.
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| 
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| [rtv 1]
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| format r32g32b32a32-float
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| size (2d, 640, 480)
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| 
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| [uav 2]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 
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| 0.1 0.2 0.3 0.4
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| 
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| [pixel shader fail]
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| RWTexture2D<float4> u : register(u0);
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| 
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| float4 main() : sv_target1
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| {
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|     u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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|     return 0;
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| }
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| 
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| [pixel shader fail]
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| RWTexture2D<float4> u : register(u1);
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| 
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| float4 main() : sv_target1
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| {
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|     u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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|     return 0;
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| }
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| 
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| [pixel shader]
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| RWTexture2D<float4> u;
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| 
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| float4 main() : sv_target1
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| {
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|     u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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|     return 0;
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| }
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| 
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| [test]
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| draw quad
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| probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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| 
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| 
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| [uav 3]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 
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| 0.1 0.2 0.3 0.4
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| 
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| [pixel shader]
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| RWTexture2D<float4> u : register(u3);
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| 
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| float4 main() : sv_target1
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| {
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|     u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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|     return 0;
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| }
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| 
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| [test]
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| draw quad
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| probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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| 
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| % Uppercase register set name
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| [pixel shader]
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| RWTexture2D<float4> u : register(U3);
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| 
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| float4 main() : sv_target1
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| {
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|     u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
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|     return 0;
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| }
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| 
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| [test]
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| draw quad
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| probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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| 
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| % Test that we can declare and use an array of UAVs.
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| 
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| [uav 2]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 
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| 0.1 0.2 0.3 0.4
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| 
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| [uav 3]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 
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| 0.5 0.6 0.7 0.8
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| 
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| [pixel shader]
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| RWTexture2D<float4> u[2] : register(u2);
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| 
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| float4 main() : sv_target1
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| {
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|     u[0][uint2(0, 0)] = float4(1.1, 1.2, 1.3, 1.4);
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|     u[1][uint2(0, 0)] = float4(2.1, 2.2, 2.3, 2.4);
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|     return 0;
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| }
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| 
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| [test]
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| draw quad
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| probe uav 2 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
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| probe uav 3 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)
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| 
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| % RWTexture1D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RWTexture1D<float4> u : register(u2);
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| RWTexture1D<float> u1;
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| RWTexture1D<float2x2> u2;
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| RWTexture1D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[0] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RasterizerOrderedTexture1D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RasterizerOrderedTexture1D<float4> u : register(u2);
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| RasterizerOrderedTexture1D<float> u1;
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| RasterizerOrderedTexture1D<float2x2> u2;
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| RasterizerOrderedTexture1D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[0] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RWTexture1DArray types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RWTexture1DArray<float4> u : register(u2);
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| RWTexture1DArray<float> u1;
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| RWTexture1DArray<float2x2> u2;
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| RWTexture1DArray<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RasterizerOrderedTexture1DArray types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RasterizerOrderedTexture1DArray<float4> u : register(u2);
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| RasterizerOrderedTexture1DArray<float> u1;
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| RasterizerOrderedTexture1DArray<float2x2> u2;
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| RasterizerOrderedTexture1DArray<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RWTexture2D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RWTexture2D<float4> u : register(u2);
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| RWTexture2D<float> u1;
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| RWTexture2D<float2x2> u2;
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| RWTexture2D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RasterizerOrderedTexture2D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RasterizerOrderedTexture2D<float4> u : register(u2);
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| RasterizerOrderedTexture2D<float> u1;
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| RasterizerOrderedTexture2D<float2x2> u2;
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| RasterizerOrderedTexture2D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RWTexture2DArray types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RWTexture2DArray<float4> u : register(u2);
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| RWTexture2DArray<float> u1;
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| RWTexture2DArray<float2x2> u2;
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| RWTexture2DArray<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RasterizerOrderedTexture2DArray types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RasterizerOrderedTexture2DArray<float4> u : register(u2);
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| RasterizerOrderedTexture2DArray<float> u1;
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| RasterizerOrderedTexture2DArray<float2x2> u2;
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| RasterizerOrderedTexture2DArray<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RWTexture3D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RWTexture3D<float4> u : register(u2);
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| RWTexture3D<float> u1;
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| RWTexture3D<float2x2> u2;
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| RWTexture3D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| % RasterizerOrderedTexture3D types
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| [pixel shader]
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| struct s
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| {
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|     float3 a;
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| };
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| 
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| RasterizerOrderedTexture3D<float4> u : register(u2);
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| RasterizerOrderedTexture3D<float> u1;
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| RasterizerOrderedTexture3D<float2x2> u2;
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| RasterizerOrderedTexture3D<struct s> u3;
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| 
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| float4 main() : sv_target1
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| {
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|     u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
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|     return 0;
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| }
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| 
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| 
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| [require]
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| shader model >= 5.0
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| 
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| % Type is too wide
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| [pixel shader fail]
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| struct s
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| {
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|     float3 a;
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|     float2 b;
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| };
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| RWTexture1D<struct s> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
 | |
| [pixel shader fail]
 | |
| struct s
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| {
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|     float3 a;
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|     float2 b;
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| };
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| RWTexture2D<struct s> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
 | |
| [pixel shader fail]
 | |
| struct s
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| {
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|     float3 a;
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|     float2 b;
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| };
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| RWTexture3D<struct s> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
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| % Array type
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| [pixel shader fail]
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| typedef float arr[2];
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| RWTexture1D<arr> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
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| % Object types
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| [pixel shader fail]
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| RWTexture1D<Texture2D> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
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| [pixel shader fail]
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| RasterizerOrderedTexture1D<Texture2D> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
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| [pixel shader fail]
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| RWTexture1DArray<Texture2D> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
 | |
| [pixel shader fail]
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| RasterizerOrderedTexture1DArray<Texture2D> u;
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| 
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| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
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| [pixel shader fail]
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| RWTexture2D<Texture2D> u;
 | |
| 
 | |
| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
 | |
| [pixel shader fail]
 | |
| RasterizerOrderedTexture2D<Texture2D> u;
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| 
 | |
| float4 main() : sv_target1
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| {
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|     return 0;
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| }
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| 
 | |
| [pixel shader fail]
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| RWTexture2DArray<Texture2D> u;
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| 
 | |
| float4 main() : sv_target1
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| {
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|     return 0;
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| }
 | |
| 
 | |
| [pixel shader fail]
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| RasterizerOrderedTexture2DArray<Texture2D> u;
 | |
| 
 | |
| float4 main() : sv_target1
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| {
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|     return 0;
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| }
 | |
| 
 | |
| [pixel shader fail]
 | |
| RWTexture3D<Texture2D> u;
 | |
| 
 | |
| float4 main() : sv_target1
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| {
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|     return 0;
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| }
 | |
| 
 | |
| [pixel shader fail]
 | |
| RasterizerOrderedTexture3D<Texture2D> u;
 | |
| 
 | |
| float4 main() : sv_target1
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| {
 | |
|     return 0;
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| }
 | |
| 
 | |
| [pixel shader fail]
 | |
| struct s
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| {
 | |
|     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;
 | |
| }
 |