[require] shader model >= 6.0 wave ops [uav 0] format r32g32b32a32 float size (buffer, 4) 3.5 1.0 4.0 2.5 3.5 1.0 4.0 2.5 3.5 1.5 4.0 2.5 3.5 1.0 4.5 2.5 [uav 1] format r32g32b32a32 uint size (buffer, 8) 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool4 b = WaveActiveAllEqual(u0[id]); u1[id] = uint4(b.x, b.y, b.z, b.w); } [test] dispatch 4 1 1 probe uav 1 (0) rgbaui (1, 0, 0, 1) probe uav 1 (1) rgbaui (1, 0, 0, 1) probe uav 1 (2) rgbaui (1, 0, 0, 1) probe uav 1 (3) rgbaui (1, 0, 0, 1) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool any = u0[id].y == 1.5f; bool all = u0[id].x == 3.5f; bool none = u0[id].z == 3.0f; u1[id] = uint4(WaveActiveAnyTrue(any), WaveActiveAnyTrue(all), WaveActiveAnyTrue(none), 0); u1[4 + id] = uint4(WaveActiveAllTrue(any), WaveActiveAllTrue(all), WaveActiveAllTrue(none), 0); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgbaui (1, 1, 0, 0) probe uav 1 (1) rgbaui (1, 1, 0, 0) probe uav 1 (2) rgbaui (1, 1, 0, 0) probe uav 1 (3) rgbaui (1, 1, 0, 0) probe uav 1 (4) rgbaui (0, 1, 0, 0) probe uav 1 (5) rgbaui (0, 1, 0, 0) probe uav 1 (6) rgbaui (0, 1, 0, 0) probe uav 1 (7) rgbaui (0, 1, 0, 0) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool b = u0[id].y < 1.5; u1[id] = WaveActiveBallot(b); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgbaui (0xb, 0, 0, 0) [uav 1] format r32g32b32a32 float size (buffer, 8) 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { float4 f = u0[id] + u0[id ^ 1]; u1[id] = WaveReadLaneFirst(f); u1[4 + id] = WaveReadLaneAt(f, 3); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (7.0, 2.0, 8.0, 5.0) probe uav 1 (1) rgba (7.0, 2.0, 8.0, 5.0) probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0) probe uav 1 (3) rgba (7.0, 2.0, 8.0, 5.0) probe uav 1 (4) rgba (7.0, 2.5, 8.5, 5.0) probe uav 1 (5) rgba (7.0, 2.5, 8.5, 5.0) probe uav 1 (6) rgba (7.0, 2.5, 8.5, 5.0) probe uav 1 (7) rgba (7.0, 2.5, 8.5, 5.0) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveSum(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (14.0, 4.5, 16.5, 10.0) probe uav 1 (1) rgba (14.0, 4.5, 16.5, 10.0) probe uav 1 (2) rgba (14.0, 4.5, 16.5, 10.0) probe uav 1 (3) rgba (14.0, 4.5, 16.5, 10.0) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveProduct(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (150.0625, 1.5, 288.0, 39.0625) probe uav 1 (1) rgba (150.0625, 1.5, 288.0, 39.0625) probe uav 1 (2) rgba (150.0625, 1.5, 288.0, 39.0625) probe uav 1 (3) rgba (150.0625, 1.5, 288.0, 39.0625) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveMin(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (3.5, 1.0, 4.0, 2.5) probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5) probe uav 1 (2) rgba (3.5, 1.0, 4.0, 2.5) probe uav 1 (3) rgba (3.5, 1.0, 4.0, 2.5) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveMax(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (3.5, 1.5, 4.5, 2.5) probe uav 1 (1) rgba (3.5, 1.5, 4.5, 2.5) probe uav 1 (2) rgba (3.5, 1.5, 4.5, 2.5) probe uav 1 (3) rgba (3.5, 1.5, 4.5, 2.5) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WavePrefixSum(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (0.0, 0.0, 0.0, 0.0) probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5) probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0) probe uav 1 (3) rgba (10.5, 3.5, 12.0, 7.5) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WavePrefixProduct(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (1.0, 1.0, 1.0, 1.0) probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5) probe uav 1 (2) rgba (12.25, 1.0, 16.0, 6.25) probe uav 1 (3) rgba (42.875, 1.5, 64.0, 15.625) [uav 0] format r32g32b32a32 float size (buffer, 4) 0.25 0.50 0.75 1.00 0.50 0.25 1.00 0.75 0.75 1.00 0.50 0.25 1.00 0.75 0.25 0.50 [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; u1[i] = QuadReadAcrossX(f); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; // Constant lane id. u1[i] = QuadReadLaneAt(f, 2); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25) [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; u1[i] = QuadReadAcrossX(f); return f; } [test] todo draw quad probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0) probe rtv 0 (1, 0) rgba (0.5, 0.25, 1.0, 0.75) probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25) probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25) [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; u1[i] = QuadReadAcrossY(f); return f; } [test] todo draw quad probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75) [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; u1[i] = QuadReadAcrossDiagonal(f); return f; } [test] todo draw quad probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0) % Values in helper lanes are undefined for all wave ops except the quad ops. [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; if (i >= 2) discard; float4 f = u0[i]; u1[i] = QuadReadAcrossDiagonal(f); return float4(1.0, 0.0, 0.0, 1.0); } [test] todo draw quad probe rtv 0 (0, 0) rgba (1.0, 0.0, 0.0, 1.0) probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0) probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25) probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0) [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; // Constant lane id. u1[i] = QuadReadLaneAt(f, 1); return f; } [test] todo draw quad probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75) [pixel shader] uniform uint id; RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; float4 f = u0[i]; // Uniform lane id. u1[i] = QuadReadLaneAt(f, id); return f; } [test] uniform 0 uint 0 todo draw quad probe uav 1 (0) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0) probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0) uniform 0 uint 1 todo draw quad probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75) uniform 0 uint 2 todo draw quad probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25) probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25) uniform 0 uint 3 todo draw quad probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5) probe uav 1 (3) rgba (1.0, 0.75, 0.25, 0.5) [pixel shader] RWBuffer u0; RWBuffer u1; float4 main(float4 pos : SV_Position) : SV_Target { uint i = WaveGetLaneIndex() % 4; if (!i) discard; float4 f = u0[i]; // Lane 1 is the first active. u1[i] = WaveReadLaneFirst(f); return float4(1.0, 0.0, 0.0, 1.0); } [test] todo draw quad probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0) probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0) probe rtv 0 (0, 1) rgba (1.0, 0.0, 0.0, 1.0) probe rtv 0 (1, 1) rgba (1.0, 0.0, 0.0, 1.0) probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75) probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)