# Hlsl - registers type

Is there any difference between registers types in hlsl?

For example when using register t0 for UAV will it be somehow precache like textures?

According to microsoft's presentation about resource in DX12 and hlsl 5.1 this registers mean nothing, but maybe they only mean that there isn't any real registers like on CPU?

• No. Constant buffers are just a chunk of memory. The DX spec and hlsl spec define the different types. – RichieSams May 31 '16 at 23:04

You have to use the appropriate register type for the resource: b registers for constant buffers, t for textures, and u for UAVs. AFAIK, it is not possible to bind a UAV to a texture slot, or otherwise mismatch registers and resources.