The resource binding attribute is to set the virtual registers and logical register spaces resources in HLSL are bound to.
Format is ''register(ID, space)'' like register(t3, space1).
ID must be start with
t – for shader resource views (SRV),
s – for samplers,
u – for unordered access views (UAV),
b – for constant buffer views (CBV).
Register space is default to space0.
The full documentation is available here: https://docs.microsoft.com/en-us/windows/win32/direct3d12/resource-binding-in-hlsl
This string literal looks suspiciously wrong to me. This is the text that shows up in a diagnostic message, so it's important to get it correct; so it seems like there's missing test coverage for the attribute.