[require] shader model >= 6.0 wave ops [uav 0] format r32 uint size (buffer, 4) 8 15 8 10 [uav 1] format r32 uint size (buffer, 8) 0 0 0 0 0 0 0 0 [compute shader] RWBuffer u1 : register(u1); [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveIsFirstLane(); } [test] dispatch 4 1 1 probe uav 1 (0) rui (1) probe uav 1 (1) rui (0) probe uav 1 (2) rui (0) probe uav 1 (3) rui (0) [compute shader] RWBuffer u1 : register(u1); [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { if (!id) { u1[0] = 0; return; } u1[id] = WaveIsFirstLane(); } [test] dispatch 4 1 1 probe uav 1 (0) rui (0) probe uav 1 (1) rui (1) probe uav 1 (2) rui (0) probe uav 1 (3) rui (0) [compute shader] RWBuffer u1 : register(u1); [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveGetLaneIndex(); } [test] dispatch 4 1 1 probe uav 1 (0) rui (0) probe uav 1 (1) rui (1) probe uav 1 (2) rui (2) probe uav 1 (3) rui (3) [compute shader] RWBuffer u1 : register(u1); [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { // Between 4 and 128, and includes inactive and/or helper lanes. uint count = WaveGetLaneCount(); u1[id] = count >= 4 && count <= 128; } [test] dispatch 4 1 1 probe uav 1 (0) rui (1) probe uav 1 (1) rui (1) probe uav 1 (2) rui (1) probe uav 1 (3) rui (1) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = (id & 1) ? -u0[id] : u0[id]; u1[id] = WaveActiveMin(i); } [test] dispatch 4 1 1 probe uav 1 (0) rui (8) probe uav 1 (1) rui (8) probe uav 1 (2) rui (8) probe uav 1 (3) rui (8) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool b = u0[id] == 8; u1[id] = WaveActiveBallot(b).x; } [test] dispatch 4 1 1 probe uav 1 (0) rui (5) probe uav 1 (1) rui (5) probe uav 1 (2) rui (5) probe uav 1 (3) rui (5) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = u0[id] + u0[id ^ 1]; u1[id] = WaveReadLaneFirst(i); } [test] todo dispatch 4 1 1 probe uav 1 (0) rui (23) probe uav 1 (1) rui (23) probe uav 1 (2) rui (23) probe uav 1 (3) rui (23) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = u0[id] + u0[id ^ 1]; u1[id] = WaveReadLaneAt(i, 3); } [test] todo dispatch 4 1 1 probe uav 1 (0) rui (18) probe uav 1 (1) rui (18) probe uav 1 (2) rui (18) probe uav 1 (3) rui (18) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint i = u0[id] + u0[id ^ 1]; // Non-uniform lane index u1[id] = WaveReadLaneAt(i, (id + 2) & 3); } [test] todo dispatch 4 1 1 probe uav 1 (0) rui (18) probe uav 1 (1) rui (18) probe uav 1 (2) rui (23) probe uav 1 (3) rui (23) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool b = u0[id] == 8; u1[id] = WaveActiveCountBits(b); } [test] dispatch 4 1 1 probe uav 1 (0) rui (2) probe uav 1 (1) rui (2) probe uav 1 (2) rui (2) probe uav 1 (3) rui (2) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { bool b = u0[id] == 8; u1[id] = WavePrefixCountBits(b); } [test] dispatch 4 1 1 probe uav 1 (0) rui (0) probe uav 1 (1) rui (1) probe uav 1 (2) rui (1) probe uav 1 (3) rui (2) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveSum(u0[id]); } [test] dispatch 4 1 1 probe uav 1 (0) rui (41) probe uav 1 (1) rui (41) probe uav 1 (2) rui (41) probe uav 1 (3) rui (41) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveBitAnd(u0[id]); } [test] dispatch 4 1 1 probe uav 1 (0) rui (8) probe uav 1 (1) rui (8) probe uav 1 (2) rui (8) probe uav 1 (3) rui (8) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveBitOr(u0[id]); } [test] dispatch 4 1 1 probe uav 1 (0) rui (15) probe uav 1 (1) rui (15) probe uav 1 (2) rui (15) probe uav 1 (3) rui (15) [compute shader] RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { u1[id] = WaveActiveBitXor(u0[id]); } [test] dispatch 4 1 1 probe uav 1 (0) rui (5) probe uav 1 (1) rui (5) probe uav 1 (2) rui (5) probe uav 1 (3) rui (5) [compute shader] uniform uint2 u; RWBuffer u0; RWBuffer u1; [numthreads(4, 1, 1)] void main(uint id : SV_GroupIndex) { uint table[] = {u.x, u.y}; uint i; // Value depends on control flow. if (id & 1) i = table[id / 2u]; else i = u0[id / 2u]; u1[id] = WaveActiveSum(i); } [test] uniform 0 uint4 1 5 0 0 dispatch 4 1 1 probe uav 1 (0) rui (29) probe uav 1 (1) rui (29) probe uav 1 (2) rui (29) probe uav 1 (3) rui (29)