1// Test register class offsets for different resource types 2 3SamplerState s1 : register(s1); 4SamplerComparisonState s2 : register(s2); 5 6Texture1D <float4> t1 : register(t1); 7Texture2D <float4> t2 : register(t2); 8Texture3D <float4> t3 : register(t3); 9StructuredBuffer<float4> t4 : register(t4); 10ByteAddressBuffer t5 : register(t5); 11Buffer<float4> t6 : register(t6); 12 13RWTexture1D <float4> u1 : register(u1); 14RWTexture2D <float4> u2 : register(u2); 15RWTexture3D <float4> u3 : register(u3); 16 17RWBuffer <float> u4 : register(u4); 18RWByteAddressBuffer u5 : register(u5); 19RWStructuredBuffer<float> u6 : register(u6); 20AppendStructuredBuffer<float> u7 : register(u7); 21ConsumeStructuredBuffer<float> u8 : register(u8); 22 23cbuffer cb : register(b1) { 24 int cb1; 25}; 26 27tbuffer tb : register(t7) { 28 int tb1; 29}; 30 31float4 main() : SV_Target0 32{ 33 t1; 34 t2; 35 t3; 36 t4[0]; 37 t5.Load(0); 38 t6; 39 40 s1; 41 s2; 42 43 u1; 44 u2; 45 u3; 46 47 u4[0]; 48 u5.Load(0); 49 u6[0]; 50 u7; 51 u8; 52 53 cb1; 54 tb1; 55 56 return 0; 57} 58