// No atomic support on CPU //DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj // No support for int64_t on DX11 //DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj // No support for int64_t on fxc - we need SM6.0 and dxil // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12 //DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -nvapi-slot u0 -shaderobj //TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -render-features atomic-int64 -compile-arg -O2 -shaderobj //TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -render-features atomic-int64 -shaderobj //TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj // The test doesn't directly use this, but having this defined makes the 0 slot available if NVAPI is going to be used // Only strictly necessary on the D3D12 path //TEST_INPUT:ubuffer(data=[0 0 0 0 ], stride=4):name=nvapiBuffer RWStructuredBuffer nvapiBuffer; //TEST_INPUT:ubuffer(data=[0 1 2 3 4 5 6 7]):out,name=outputBuffer RWByteAddressBuffer outputBuffer; [numthreads(16, 1, 1)] void computeMain(int3 dispatchThreadID : SV_DispatchThreadID) { int tid = dispatchThreadID.x; int idx = (tid & 3) ^ (tid >> 2); int64_t previousValue = 0; outputBuffer.InterlockedAddI64((idx << 3), 1, previousValue); int anotherIdx = tid >> 2; outputBuffer.InterlockedAddI64(anotherIdx << 3, 3); // Bit logical outputBuffer.InterlockedOrU64((idx << 3), (uint64_t(2) << 32) | (tid << 4)); outputBuffer.InterlockedXorU64((idx << 3), tid << 8); outputBuffer.InterlockedAndU64((idx << 3), (uint64_t(tid | 2) << 32) | 0xffffffffffffffffULL); }