[require] shader model >= 6.0 [uav 0] format r32g32b32a32 sint size (buffer, 4) -3 1 -4 2 3 1 -4 2 0 5 -3 2 -1 1 -1 2 [uav 1] format r32g32b32a32 sint size (buffer, 4) 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) { u1[id] = WaveActiveMin(u0[id]); } [test] todo dispatch 4 1 1 probe uav 1 (0) rgbai (-3, 1, -4, 2) probe uav 1 (1) rgbai (-3, 1, -4, 2) probe uav 1 (2) rgbai (-3, 1, -4, 2) probe uav 1 (3) rgbai (-3, 1, -4, 2) [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) rgbai (3, 5, -1, 2) probe uav 1 (1) rgbai (3, 5, -1, 2) probe uav 1 (2) rgbai (3, 5, -1, 2) probe uav 1 (3) rgbai (3, 5, -1, 2)