[require] shader model >= 5.0 format r32-float uav-load [uav 0] format r32-float size (2d, 1, 1) 0.1 [compute shader] RWTexture2D u; [numthreads(1, 1, 1)] void main() { u[uint2(0, 0)] = -123.0; } [test] dispatch 1 1 1 probe uav 0 (0, 0) f32(-123.0) [require] shader model >= 5.0 format r32g32b32a32-uint uav-load [uav 0] format r32g32b32a32-uint size (2d, 50, 50) [compute shader] RWTexture2D u; [numthreads(4, 4, 1)] void main(uint3 thread_id : SV_DispatchThreadId) { if (thread_id.x < 50 && thread_id.y < 50) u[thread_id.xy] = uint4(thread_id, 1); } [test] dispatch 13 13 1 probe uav 0 (0, 0) u32(0, 0, 0, 1) probe uav 0 (14, 38) u32(14, 38, 0, 1) probe uav 0 (49, 49) u32(49, 49, 0, 1)