// Test register class offsets for different resource types SamplerState s1 : register(s1, space1); SamplerComparisonState s2 : register(s2, space2); Texture1D <float4> t1 : register(t1, space1); Texture2D <float4> t2 : register(t2, space1); Texture3D <float4> t3 : register(t1, space2); Texture3D <float4> ts6 : register(t1, space6); StructuredBuffer<float4> t4 : register(t1, space3); ByteAddressBuffer t5 : register(t2, space3); Buffer<float4> t6 : register(t3, space3); RWTexture1D <float4> u1 : register(u1, space1); RWTexture2D <float4> u2 : register(u2, space2); RWTexture3D <float4> u3 : register(u3, space2); RWBuffer <float> u4 : register(u4, space1); RWByteAddressBuffer u5 : register(u4, space2); RWStructuredBuffer<float> u6 : register(u4, space3); AppendStructuredBuffer<float> u7 : register(u4, space4); ConsumeStructuredBuffer<float> u8 : register(u4, space5); cbuffer cb : register(b1, space6) { int cb1; }; tbuffer tb : register(t7) { int tb1; }; float4 main() : SV_Target0 { t1; t2; t3; t4[0]; t5.Load(0); t6; s1; s2; u1; u2; u3; u4[0]; u5.Load(0); u6[0]; u7; u8; cb1; tb1; ts6; return 0; }