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//TEST:SIMPLE(filecheck=METAL): -target metal -stage compute -entry computeMain
//TEST:SIMPLE(filecheck=METALLIB): -target metallib -stage compute -entry computeMain
//METALLIB: @computeMain
RWTexture3D<uint> uintTexture3D;
RWTexture3D<int> intTexture3D;
void test()
{
int valInt = 1;
int originalValueInt;
int compareValueInt = 1;
uint valUInt = 1;
uint originalValueUInt;
int compareValueUInt = 1;
// Texture3D
// METAL: .atomic_fetch_add
// METAL: .atomic_fetch_and
// METAL: .atomic_fetch_max
// METAL: .atomic_fetch_min
// METAL: .atomic_fetch_or
// METAL: .atomic_fetch_xor
// METAL: .atomic_fetch_add
// METAL: .atomic_fetch_and
// METAL: .atomic_fetch_max
// METAL: .atomic_fetch_min
// METAL: .atomic_fetch_or
// METAL: .atomic_fetch_xor
// METAL: .atomic_exchange
// METAL: .atomic_compare_exchange_weak
// METAL: .atomic_compare_exchange_weak
// METAL: .atomic_fetch_add
// METAL: .atomic_fetch_and
// METAL: .atomic_fetch_max
// METAL: .atomic_fetch_min
// METAL: .atomic_fetch_or
// METAL: .atomic_fetch_xor
// METAL: .atomic_fetch_add
// METAL: .atomic_fetch_and
// METAL: .atomic_fetch_max
// METAL: .atomic_fetch_min
// METAL: .atomic_fetch_or
// METAL: .atomic_fetch_xor
// METAL: .atomic_exchange
// METAL: .atomic_compare_exchange_weak
// METAL: .atomic_compare_exchange_weak
InterlockedAdd(intTexture3D[0], valInt);
InterlockedAnd(intTexture3D[0], valInt);
InterlockedMax(intTexture3D[0], valInt);
InterlockedMin(intTexture3D[0], valInt);
InterlockedOr(intTexture3D[0], valInt);
InterlockedXor(intTexture3D[0], valInt);
InterlockedAdd(intTexture3D[0], valInt, originalValueInt);
InterlockedAnd(intTexture3D[0], valInt, originalValueInt);
InterlockedMax(intTexture3D[0], valInt, originalValueInt);
InterlockedMin(intTexture3D[0], valInt, originalValueInt);
InterlockedOr(intTexture3D[0], valInt, originalValueInt);
InterlockedXor(intTexture3D[0], valInt, originalValueInt);
InterlockedExchange(intTexture3D[0], valInt, originalValueInt);
InterlockedCompareExchange(intTexture3D[0], valInt, compareValueInt, originalValueInt);
InterlockedCompareStore(intTexture3D[0], valUInt, compareValueUInt);
InterlockedAdd(uintTexture3D[0], valUInt);
InterlockedAnd(uintTexture3D[0], valUInt);
InterlockedMax(uintTexture3D[0], valUInt);
InterlockedMin(uintTexture3D[0], valUInt);
InterlockedOr(uintTexture3D[0], valUInt);
InterlockedXor(uintTexture3D[0], valUInt);
InterlockedAdd(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedAnd(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedMax(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedMin(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedOr(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedXor(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedExchange(uintTexture3D[0], valUInt, originalValueUInt);
InterlockedCompareExchange(uintTexture3D[0], valUInt, compareValueUInt, originalValueUInt);
InterlockedCompareStore(uintTexture3D[0], valUInt, compareValueUInt);
}
[numthreads(1, 1, 1)]
void computeMain()
{
test();
}
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