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/*
Build with DXC using -O0 to preserve unused types:
dxc -spirv -O0 -T ps_5_0 -Fo binding_types.spv binding_types.hlsl
*/
cbuffer MyCBuffer {
float x;
};
struct Data { float x; };
ConstantBuffer<Data> MyConstantBuffer;
Texture1D MyTexture1D;
Texture2D MyTexture2D;
Texture3D MyTexture3D;
Texture1DArray MyTexture1DArray;
Texture2DArray MyTexture2DArray;
RWTexture1D<float4> MyRWTexture1D;
RWTexture2D<float4> MyRWTexture2D;
RWTexture3D<float4> MyRWTexture3D;
RWTexture1DArray<float4> MyRWTexture1DArray;
RWTexture2DArray<float4> MyRWTexture2DArray;
Texture2DMS<float4> MyTexture2DMS;
Texture2DMSArray<float4> MyTexture2DMSArray;
TextureCube<float4> MyTextureCube;
TextureCubeArray<float4> MyTextureCubeArray;
tbuffer MyTBuffer {
float q;
};
struct Data2 {
float4 x;
};
TextureBuffer<Data2> MyTextureBuffer;
Buffer MyBuffer;
RWBuffer<float4> MyRWBuffer;
StructuredBuffer<float> MyStructuredBuffer;
RWStructuredBuffer<float> MyRWStructuredBuffer;
AppendStructuredBuffer<float> MyAppendStructuredBuffer;
ConsumeStructuredBuffer<float> MyConsumeStructuredBuffer;
ByteAddressBuffer MyByteAddressBuffer;
RWByteAddressBuffer MyRWByteAddressBuffer;
float4 main(float4 P : SV_POSITION) : SV_TARGET
{
return float4(0, 0, 0, 0);
}
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