ShaderResourceGroupSemantic slot1 { FrequencyId = 1; }; /* tester */ ShaderResourceGroup SRG : slot1 { struct CB { float4 color; }; ConstantBuffer m_uniforms; [[input_attachment_index(0)]] SubpassInputDS m_sub; float4x4 projection; }; float4 ReadSourceFromTile(SubpassInputDS spi) { return spi.SubpassLoad(int3(0,0,0)); } // vertex float4 MainVS(float4 position : POSITION0) : POSITION0 { return mul(SRG::projection, position ); } // pixel float4 MainPS(float2 uv : TEXCOORD0) : SV_Target0 { // SubpassInput si = SRG::m_sub; return SRG::m_uniforms.color + ReadSourceFromTile(SRG::m_sub); }