Files
Pulse/Tests/Shaders/D3D11/ReadWriteBindings.hlsl

10 lines
293 B
HLSL

Texture2D<float4> read_texture : register(t0);
StructuredBuffer<uint> read_ssbo : register(t1);
RWTexture2D<float4> write_texture : register(u0);
RWStructuredBuffer<uint> write_ssbo : register(u1);
[numthreads(16, 16, 1)]
void main(uint3 grid : SV_DispatchThreadID)
{
}