[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 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 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 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 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)