groupshared uint gs_ua; groupshared uint gs_ub; groupshared uint gs_uc; groupshared uint2 gs_ua2; groupshared uint2 gs_ub2; groupshared uint2 gs_uc2; groupshared uint3 gs_ua3; groupshared uint3 gs_ub3; groupshared uint3 gs_uc3; groupshared uint4 gs_ua4; groupshared uint4 gs_ub4; groupshared uint4 gs_uc4; float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1) { uint out_u1; // Don't repeat all the pixel/vertex fns - just one for sanity. all(inF0); // Test atomics InterlockedAdd(gs_ua, gs_ub); InterlockedAdd(gs_ua, gs_ub, out_u1); InterlockedAnd(gs_ua, gs_ub); InterlockedAnd(gs_ua, gs_ub, out_u1); InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1); InterlockedExchange(gs_ua, gs_ub, out_u1); InterlockedMax(gs_ua, gs_ub); InterlockedMax(gs_ua, gs_ub, out_u1); InterlockedMin(gs_ua, gs_ub); InterlockedMin(gs_ua, gs_ub, out_u1); InterlockedOr(gs_ua, gs_ub); InterlockedOr(gs_ua, gs_ub, out_u1); InterlockedXor(gs_ua, gs_ub); InterlockedXor(gs_ua, gs_ub, out_u1); // CheckAccessFullyMapped(3); // TODO: ... return 0.0; } float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2) { // TODO: ... add when float1 prototypes are generated return 0.0; } float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1) { uint2 out_u2; // Don't repeat all the pixel/vertex fns - just one for sanity. all(inF0); // Test atomics InterlockedAdd(gs_ua2, gs_ub2); InterlockedAdd(gs_ua2, gs_ub2, out_u2); InterlockedAnd(gs_ua2, gs_ub2); InterlockedAnd(gs_ua2, gs_ub2, out_u2); InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2); InterlockedExchange(gs_ua2, gs_ub2, out_u2); InterlockedMax(gs_ua2, gs_ub2); InterlockedMax(gs_ua2, gs_ub2, out_u2); InterlockedMin(gs_ua2, gs_ub2); InterlockedMin(gs_ua2, gs_ub2, out_u2); InterlockedOr(gs_ua2, gs_ub2); InterlockedOr(gs_ua2, gs_ub2, out_u2); InterlockedXor(gs_ua2, gs_ub2); InterlockedXor(gs_ua2, gs_ub2, out_u2); // TODO: ... add when float1 prototypes are generated return float2(1,2); } float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1) { uint3 out_u3; // Don't repeat all the pixel/vertex fns - just one for sanity. all(inF0); // Test atomics InterlockedAdd(gs_ua3, gs_ub3); InterlockedAdd(gs_ua3, gs_ub3, out_u3); InterlockedAnd(gs_ua3, gs_ub3); InterlockedAnd(gs_ua3, gs_ub3, out_u3); InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3); InterlockedExchange(gs_ua3, gs_ub3, out_u3); InterlockedMax(gs_ua3, gs_ub3); InterlockedMax(gs_ua3, gs_ub3, out_u3); InterlockedMin(gs_ua3, gs_ub3); InterlockedMin(gs_ua3, gs_ub3, out_u3); InterlockedOr(gs_ua3, gs_ub3); InterlockedOr(gs_ua3, gs_ub3, out_u3); InterlockedXor(gs_ua3, gs_ub3); InterlockedXor(gs_ua3, gs_ub3, out_u3); // TODO: ... add when float1 prototypes are generated return float3(1,2,3); } float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1) { uint4 out_u4; // Don't repeat all the pixel/vertex fns - just one for sanity. all(inF0); // Test atomics InterlockedAdd(gs_ua4, gs_ub4); InterlockedAdd(gs_ua4, gs_ub4, out_u4); InterlockedAnd(gs_ua4, gs_ub4); InterlockedAnd(gs_ua4, gs_ub4, out_u4); InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4); InterlockedExchange(gs_ua4, gs_ub4, out_u4); InterlockedMax(gs_ua4, gs_ub4); InterlockedMax(gs_ua4, gs_ub4, out_u4); InterlockedMin(gs_ua4, gs_ub4); InterlockedMin(gs_ua4, gs_ub4, out_u4); InterlockedOr(gs_ua4, gs_ub4); InterlockedOr(gs_ua4, gs_ub4, out_u4); InterlockedXor(gs_ua4, gs_ub4); InterlockedXor(gs_ua4, gs_ub4, out_u4); // TODO: ... add when float1 prototypes are generated return float4(1,2,3,4); }