// 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 //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; // With only 4 threads there is no contention - which makes for a simple test // but doesn't actually test for the exchange atomicity [numthreads(4, 1, 1)] void computeMain(int3 dispatchThreadID : SV_DispatchThreadID) { int idx = dispatchThreadID.x; // Try directly reading uint2 currentValue2 = outputBuffer.Load2(idx << 3); uint64_t currentValue = uint64_t(currentValue2.y) | currentValue2.x; uint64_t readValue = outputBuffer.InterlockedExchangeU64(idx << 3, currentValue + 1); }