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			210 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 6.0
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| format r32g32b32a32-float uav-load
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| 
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| [uav 0]
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| format r32-float
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| size (2d, 2, 2)
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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 1]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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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 : register(u1);
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| 
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| float4 main() : sv_target
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| {
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|     /* Unlike SM < 6.0, all four components are not required to be written in a single statement.
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|      * but this requires Typed UAV Load Additional Formats. */
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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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| [test]
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| draw quad
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| probe uav 1 (0, 0) f32(1.0, 2.0, 3.0, 4.0)
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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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| [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 0 (0, 0) f32(0.5)
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| probe uav 0 (0, 1) f32(0.6)
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| probe uav 0 (1, 0) f32(0.2)
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| probe uav 0 (1, 1) f32(0.7)
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| probe uav 1 (0, 0) f32(2.0, 1.0, 4.0, 3.0)
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| 
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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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| 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(u2);
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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) f32(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(U2);
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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) f32(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 1]
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| format r32g32b32a32-float
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| size (2d, 1, 1)
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| 0.1 0.2 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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| 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(u1);
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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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| todo(mvk) draw quad
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| probe uav 1 (0, 0) f32(1.1, 1.2, 1.3, 1.4)
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| probe uav 2 (0, 0) f32(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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| 
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| RWTexture1D<float4> u : register(u1);
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| RWTexture1D<float> u0;
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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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| 
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| RWTexture1DArray<float4> u : register(u1);
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| RWTexture1DArray<float> u0;
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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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| 
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| RWTexture2D<float4> u : register(u1);
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| RWTexture2D<float> u0;
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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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| 
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| RWTexture2DArray<float4> u : register(u1);
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| RWTexture2DArray<float> u0;
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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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| 
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| RWTexture3D<float4> u : register(u1);
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| RWTexture3D<float> u0;
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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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| % Structs are invalid in SM 6.
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| [pixel shader fail]
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| struct s
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| {
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|     float4 a;
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| };
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| 
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| RWTexture2D<float4> u : register(u1);
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| RWTexture2D<struct s> u0;
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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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| % Matrices are invalid in SM 6.
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| [pixel shader fail]
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| 
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| RWTexture2D<float4> u : register(u1);
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| RWTexture2D<float2x2> u0;
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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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