// Makes sure unbounded arrays are supported across all register classes t,u,s,b
ShaderResourceGroupSemantic slot1
{
    FrequencyId = 1;
};

struct MyStruct
{
    float3 m_a;
    float3 m_b;
};

ShaderResourceGroup SRG1 : slot1
{
    Texture2D<float4>        m_texSRV[];      // Takes all 't' registers 
    RWTexture2D<float4>      m_texUAV[];      // Takes all 'u' registers
    Sampler                  m_sampler[];     // Takes all 's' registers
    ConstantBuffer<MyStruct> m_structArray[]; // Takes all 'b' registers
};
