// RUN: %dxc -Emain -Tcs_6_5 %s | %opt -S -hlsl-dxil-pix-shader-access-instrumentation,config=M0:0:1i0;S0:1:1i0;U0:2:10i0;.. | %FileCheck %s // Check we added the UAV: // CHECK: %PIX_CountUAV_Handle = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 1, i32 1, i32 0, i1 false) // Feedback UAV: // CHECK: call void @dx.op.bufferStore.i32(i32 69, %dx.types.Handle %PIX_CountUAV_Handle, i32 28 // Texture: // CHECK: call void @dx.op.bufferStore.i32(i32 69, %dx.types.Handle %PIX_CountUAV_Handle, i32 12 // Sampler: // CHECK: call void @dx.op.bufferStore.i32(i32 69, %dx.types.Handle %PIX_CountUAV_Handle, i32 0 Texture2D texture : register(t0); SamplerState samplerState : register(s0); FeedbackTexture2D map : register(u0); [numthreads(4, 4, 1)] void main(uint3 threadId : SV_DispatchThreadId) { float2 uv = threadId.xy; uv /= 256; map.WriteSamplerFeedbackLevel(texture, samplerState, uv, threadId.x % 8); }