[require] shader model >= 5.0 [uav 1] format r32 uint size (buffer, 7) 0xd 5 6 0x10 4 4 7 [compute shader todo] RWBuffer u : register(u1); uniform uint4 v; [numthreads(3, 1, 1)] void main() { 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); } [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) 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) [uav 2] format r32 sint size (buffer, 2) -3 1 [compute shader todo] RWBuffer 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)