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

[uav 0]
format r32-float
size (2d, 3, 1)

0.1 0.2 0.3

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

0.5

[compute shader]
RWTexture2D<float> u, v;
    [numthreads(1, 1, 1)]
void main()
{
    u[uint2(1, 0)] = (u[uint2(0, 0)] += v[uint2(0, 0)]);
    u[uint2(2, 0)] = u[uint2(0, 0)];
}

[test]
todo(glsl) dispatch 1 1 1
probe uav 0 (0, 0) r (0.6)
probe uav 0 (1, 0) r (0.6)
probe uav 0 (2, 0) r (0.6)
probe uav 1 (0, 0) r (0.5)