[require]
shader model >= 5.0
format r32-sint uav-load
format r32-uint uav-load

[uav 1]
format r32-uint
size (buffer, 9)

0xd 5 6 0x10 4 4 7 2 0

[compute shader todo]
RWBuffer<uint> u : register(u1);

uniform uint4 v;

    [numthreads(3, 1, 1)]
void main()
{
    uint old;
    InterlockedAnd(u[0], v.x);
    InterlockedCompareStore(u[1], v.y, v.x);
    InterlockedAdd(u[2], v.x);
    InterlockedOr(u[3], v.x);
    InterlockedMax(u[4], v.x);
    InterlockedMin(u[5], v.x);
    InterlockedXor(u[6], v.x);
    InterlockedExchange(u[7], v.x, old);
    InterlockedAdd(u[8], old == 2);
}

[test]
uniform 0 uint4 3 5 0 0
todo(sm<6) dispatch 1 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (3)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (3)
probe uav 1 (8) rui (1)

uniform 0 uint4 1 2 0 0
todo(sm<6) dispatch 2 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (21)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (1)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (1)
probe uav 1 (8) rui (1)


[uav 2]
format r32-sint
size (buffer, 2)

-3 1

[compute shader todo]
RWBuffer<int> u : register(u2);

uniform int4 i;

    [numthreads(3, 1, 1)]
void main()
{
    InterlockedMax(u[0], i.x);
    InterlockedMin(u[1], i.y);
}

[test]
uniform 0 int4 1 -3 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)

uniform 0 int4 -3 1 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)


[uav 1]
format r32-uint
size (2d, 9, 1)

0xd 5 6 0x10 4 4 7 2 0

[compute shader todo]
RWTexture2D<uint> u : register(u1);

uniform uint4 v;

    [numthreads(3, 1, 1)]
void main()
{
    uint old;
    InterlockedAnd(u[uint2(0, 0)], v.x);
    InterlockedCompareStore(u[uint2(1, 0)], v.y, v.x);
    InterlockedAdd(u[uint2(2, 0)], v.x);
    InterlockedOr(u[uint2(3, 0)], v.x);
    InterlockedMax(u[uint2(4, 0)], v.x);
    InterlockedMin(u[uint2(5, 0)], v.x);
    InterlockedXor(u[uint2(6, 0)], v.x);
    InterlockedExchange(u[uint2(7, 0)], v.x, old);
    InterlockedAdd(u[uint2(8, 0)], old == 2);
}

[test]
uniform 0 uint4 3 5 0 0
todo(sm<6) dispatch 1 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (3)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (0x13)
probe uav 1 (4) rui (4)
probe uav 1 (5) rui (3)
probe uav 1 (6) rui (4)
probe uav 1 (7) rui (3)
probe uav 1 (8) rui (1)


[compute shader todo]
RWTexture2D<int> u : register(u2);

uniform int4 i;

    [numthreads(3, 1, 1)]
void main()
{
    InterlockedMax(u[uint2(0, 0)], i.x);
    InterlockedMin(u[uint2(1, 0)], i.y);
}

[test]
uniform 0 int4 1 -3 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)

uniform 0 int4 -3 1 0 0
todo(sm<6) dispatch 1 1 1
probe uav 2 (0) ri (1)
probe uav 2 (1) ri (-3)
