[require]
shader model >= 5.0

[uav 1]
format r32 uint
size (buffer, 7)

0xd 5 6 0x10 4 4 7

[compute shader todo]
RWBuffer<uint> u : register(u1);

uniform uint4 v;

    [numthreads(3, 1, 1)]
void main()
{
    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);
}

[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)

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)


[uav 2]
format r32 sint
size (buffer, 2)

-3 1

[compute shader todo]
RWBuffer<int> 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)