Files
UnrealEngine/Engine/Shaders/Shared/ThirdParty/AMD/ags_shader_intrinsics_dx12.h
2025-05-18 13:04:45 +08:00

3994 lines
186 KiB
C

//
// Copyright (c) 2020 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
/**
***********************************************************************************************************************
* @file ags_shader_intrinsics_dx12.hlsl
* @brief
* AMD D3D Shader Intrinsics HLSL include file.
* This include file contains the Shader Intrinsics definitions used in shader code by the application.
* @note
* This does not work with immediate values or values that the compiler determines can produces denorms
*
***********************************************************************************************************************
*/
#ifndef _AMDEXTD3DSHADERINTRINICS_HLSL
#define _AMDEXTD3DSHADERINTRINICS_HLSL
// Default AMD shader intrinsics designated SpaceId.
#define AmdExtD3DShaderIntrinsicsSpaceId space2147420894
// Dummy UAV used to access shader intrinsics. Applications need to add a root signature entry for this resource in
// order to use shader extensions. Applications may specify an alternate UAV binding by defining
// AMD_EXT_SHADER_INTRINSIC_UAV_OVERRIDE. The application must also call IAmdExtD3DShaderIntrinsics1::SetExtensionUavBinding()
// in order to use an alternate binding. This must be done before creating the root signature and pipeline.
#ifdef AMD_EXT_SHADER_INTRINSIC_UAV_OVERRIDE
RWByteAddressBuffer AmdExtD3DShaderIntrinsicsUAV : register(AMD_EXT_SHADER_INTRINSIC_UAV_OVERRIDE);
#else
RWByteAddressBuffer AmdExtD3DShaderIntrinsicsUAV : register(u0, AmdExtD3DShaderIntrinsicsSpaceId);
#endif
/**
***********************************************************************************************************************
* Definitions to construct the intrinsic instruction composed of an opcode and optional immediate data.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsics_MagicCodeShift 28
#define AmdExtD3DShaderIntrinsics_MagicCodeMask 0xf
#define AmdExtD3DShaderIntrinsics_OpcodePhaseShift 24
#define AmdExtD3DShaderIntrinsics_OpcodePhaseMask 0x3
#define AmdExtD3DShaderIntrinsics_DataShift 8
#define AmdExtD3DShaderIntrinsics_DataMask 0xffff
#define AmdExtD3DShaderIntrinsics_OpcodeShift 0
#define AmdExtD3DShaderIntrinsics_OpcodeMask 0xff
#define AmdExtD3DShaderIntrinsics_MagicCode 0x5
/**
***********************************************************************************************************************
* Intrinsic opcodes.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsOpcode_Readfirstlane 0x01
#define AmdExtD3DShaderIntrinsicsOpcode_Readlane 0x02
#define AmdExtD3DShaderIntrinsicsOpcode_LaneId 0x03
#define AmdExtD3DShaderIntrinsicsOpcode_Swizzle 0x04
#define AmdExtD3DShaderIntrinsicsOpcode_Ballot 0x05
#define AmdExtD3DShaderIntrinsicsOpcode_MBCnt 0x06
#define AmdExtD3DShaderIntrinsicsOpcode_Min3U 0x07
#define AmdExtD3DShaderIntrinsicsOpcode_Min3F 0x08
#define AmdExtD3DShaderIntrinsicsOpcode_Med3U 0x09
#define AmdExtD3DShaderIntrinsicsOpcode_Med3F 0x0a
#define AmdExtD3DShaderIntrinsicsOpcode_Max3U 0x0b
#define AmdExtD3DShaderIntrinsicsOpcode_Max3F 0x0c
#define AmdExtD3DShaderIntrinsicsOpcode_BaryCoord 0x0d
#define AmdExtD3DShaderIntrinsicsOpcode_VtxParam 0x0e
#define AmdExtD3DShaderIntrinsicsOpcode_Reserved1 0x0f
#define AmdExtD3DShaderIntrinsicsOpcode_Reserved2 0x10
#define AmdExtD3DShaderIntrinsicsOpcode_Reserved3 0x11
#define AmdExtD3DShaderIntrinsicsOpcode_WaveReduce 0x12
#define AmdExtD3DShaderIntrinsicsOpcode_WaveScan 0x13
#define AmdExtD3DShaderIntrinsicsOpcode_LoadDwAtAddr 0x14
#define AmdExtD3DShaderIntrinsicsOpcode_DrawIndex 0x17
#define AmdExtD3DShaderIntrinsicsOpcode_AtomicU64 0x18
#define AmdExtD3DShaderIntrinsicsOpcode_GetWaveSize 0x19
#define AmdExtD3DShaderIntrinsicsOpcode_BaseInstance 0x1a
#define AmdExtD3DShaderIntrinsicsOpcode_BaseVertex 0x1b
#define AmdExtD3DShaderIntrinsicsOpcode_FloatConversion 0x1c
#define AmdExtD3DShaderIntrinsicsOpcode_ReadlaneAt 0x1d
/**
***********************************************************************************************************************
* Intrinsic opcode phases.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsOpcodePhase_0 0x0
#define AmdExtD3DShaderIntrinsicsOpcodePhase_1 0x1
#define AmdExtD3DShaderIntrinsicsOpcodePhase_2 0x2
#define AmdExtD3DShaderIntrinsicsOpcodePhase_3 0x3
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsWaveOp defines for supported operations. Can be used as the parameter for the
* AmdExtD3DShaderIntrinsicsOpcode_WaveOp intrinsic.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsWaveOp_AddF 0x01
#define AmdExtD3DShaderIntrinsicsWaveOp_AddI 0x02
#define AmdExtD3DShaderIntrinsicsWaveOp_AddU 0x03
#define AmdExtD3DShaderIntrinsicsWaveOp_MulF 0x04
#define AmdExtD3DShaderIntrinsicsWaveOp_MulI 0x05
#define AmdExtD3DShaderIntrinsicsWaveOp_MulU 0x06
#define AmdExtD3DShaderIntrinsicsWaveOp_MinF 0x07
#define AmdExtD3DShaderIntrinsicsWaveOp_MinI 0x08
#define AmdExtD3DShaderIntrinsicsWaveOp_MinU 0x09
#define AmdExtD3DShaderIntrinsicsWaveOp_MaxF 0x0a
#define AmdExtD3DShaderIntrinsicsWaveOp_MaxI 0x0b
#define AmdExtD3DShaderIntrinsicsWaveOp_MaxU 0x0c
#define AmdExtD3DShaderIntrinsicsWaveOp_And 0x0d // Reduction only
#define AmdExtD3DShaderIntrinsicsWaveOp_Or 0x0e // Reduction only
#define AmdExtD3DShaderIntrinsicsWaveOp_Xor 0x0f // Reduction only
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsWaveOp masks and shifts for opcode and flags
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift 0
#define AmdExtD3DShaderIntrinsicsWaveOp_OpcodeMask 0xff
#define AmdExtD3DShaderIntrinsicsWaveOp_FlagShift 8
#define AmdExtD3DShaderIntrinsicsWaveOp_FlagMask 0xff
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsWaveOp flags for use with AmdExtD3DShaderIntrinsicsOpcode_WaveScan.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsWaveOp_Inclusive 0x01
#define AmdExtD3DShaderIntrinsicsWaveOp_Exclusive 0x02
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsSwizzle defines for common swizzles. Can be used as the operation parameter for the
* AmdExtD3DShaderIntrinsics_Swizzle intrinsic.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsSwizzle_SwapX1 0x041f
#define AmdExtD3DShaderIntrinsicsSwizzle_SwapX2 0x081f
#define AmdExtD3DShaderIntrinsicsSwizzle_SwapX4 0x101f
#define AmdExtD3DShaderIntrinsicsSwizzle_SwapX8 0x201f
#define AmdExtD3DShaderIntrinsicsSwizzle_SwapX16 0x401f
#define AmdExtD3DShaderIntrinsicsSwizzle_ReverseX2 0x041f
#define AmdExtD3DShaderIntrinsicsSwizzle_ReverseX4 0x0c1f
#define AmdExtD3DShaderIntrinsicsSwizzle_ReverseX8 0x1c1f
#define AmdExtD3DShaderIntrinsicsSwizzle_ReverseX16 0x3c1f
#define AmdExtD3DShaderIntrinsicsSwizzle_ReverseX32 0x7c1f
#define AmdExtD3DShaderIntrinsicsSwizzle_BCastX2 0x003e
#define AmdExtD3DShaderIntrinsicsSwizzle_BCastX4 0x003c
#define AmdExtD3DShaderIntrinsicsSwizzle_BCastX8 0x0038
#define AmdExtD3DShaderIntrinsicsSwizzle_BCastX16 0x0030
#define AmdExtD3DShaderIntrinsicsSwizzle_BCastX32 0x0020
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsBarycentric defines for barycentric interpolation mode. To be used with
* AmdExtD3DShaderIntrinsicsOpcode_IjBarycentricCoords to specify the interpolation mode.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsBarycentric_LinearCenter 0x1
#define AmdExtD3DShaderIntrinsicsBarycentric_LinearCentroid 0x2
#define AmdExtD3DShaderIntrinsicsBarycentric_LinearSample 0x3
#define AmdExtD3DShaderIntrinsicsBarycentric_PerspCenter 0x4
#define AmdExtD3DShaderIntrinsicsBarycentric_PerspCentroid 0x5
#define AmdExtD3DShaderIntrinsicsBarycentric_PerspSample 0x6
#define AmdExtD3DShaderIntrinsicsBarycentric_PerspPullModel 0x7
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsBarycentric defines for specifying vertex and parameter indices. To be used as inputs to
* the AmdExtD3DShaderIntrinsicsOpcode_VertexParameter function
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsBarycentric_Vertex0 0x0
#define AmdExtD3DShaderIntrinsicsBarycentric_Vertex1 0x1
#define AmdExtD3DShaderIntrinsicsBarycentric_Vertex2 0x2
#define AmdExtD3DShaderIntrinsicsBarycentric_Param0 0x00
#define AmdExtD3DShaderIntrinsicsBarycentric_Param1 0x01
#define AmdExtD3DShaderIntrinsicsBarycentric_Param2 0x02
#define AmdExtD3DShaderIntrinsicsBarycentric_Param3 0x03
#define AmdExtD3DShaderIntrinsicsBarycentric_Param4 0x04
#define AmdExtD3DShaderIntrinsicsBarycentric_Param5 0x05
#define AmdExtD3DShaderIntrinsicsBarycentric_Param6 0x06
#define AmdExtD3DShaderIntrinsicsBarycentric_Param7 0x07
#define AmdExtD3DShaderIntrinsicsBarycentric_Param8 0x08
#define AmdExtD3DShaderIntrinsicsBarycentric_Param9 0x09
#define AmdExtD3DShaderIntrinsicsBarycentric_Param10 0x0a
#define AmdExtD3DShaderIntrinsicsBarycentric_Param11 0x0b
#define AmdExtD3DShaderIntrinsicsBarycentric_Param12 0x0c
#define AmdExtD3DShaderIntrinsicsBarycentric_Param13 0x0d
#define AmdExtD3DShaderIntrinsicsBarycentric_Param14 0x0e
#define AmdExtD3DShaderIntrinsicsBarycentric_Param15 0x0f
#define AmdExtD3DShaderIntrinsicsBarycentric_Param16 0x10
#define AmdExtD3DShaderIntrinsicsBarycentric_Param17 0x11
#define AmdExtD3DShaderIntrinsicsBarycentric_Param18 0x12
#define AmdExtD3DShaderIntrinsicsBarycentric_Param19 0x13
#define AmdExtD3DShaderIntrinsicsBarycentric_Param20 0x14
#define AmdExtD3DShaderIntrinsicsBarycentric_Param21 0x15
#define AmdExtD3DShaderIntrinsicsBarycentric_Param22 0x16
#define AmdExtD3DShaderIntrinsicsBarycentric_Param23 0x17
#define AmdExtD3DShaderIntrinsicsBarycentric_Param24 0x18
#define AmdExtD3DShaderIntrinsicsBarycentric_Param25 0x19
#define AmdExtD3DShaderIntrinsicsBarycentric_Param26 0x1a
#define AmdExtD3DShaderIntrinsicsBarycentric_Param27 0x1b
#define AmdExtD3DShaderIntrinsicsBarycentric_Param28 0x1c
#define AmdExtD3DShaderIntrinsicsBarycentric_Param29 0x1d
#define AmdExtD3DShaderIntrinsicsBarycentric_Param30 0x1e
#define AmdExtD3DShaderIntrinsicsBarycentric_Param31 0x1f
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentX 0x0
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentY 0x1
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentZ 0x2
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentW 0x3
#define AmdExtD3DShaderIntrinsicsBarycentric_ParamShift 0
#define AmdExtD3DShaderIntrinsicsBarycentric_ParamMask 0x1f
#define AmdExtD3DShaderIntrinsicsBarycentric_VtxShift 0x5
#define AmdExtD3DShaderIntrinsicsBarycentric_VtxMask 0x3
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift 0x7
#define AmdExtD3DShaderIntrinsicsBarycentric_ComponentMask 0x3
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsAtomic defines for supported operations. Can be used as the parameter for the
* AmdExtD3DShaderIntrinsicsOpcode_AtomicU64 intrinsic.
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsAtomicOp_MinU64 0x01
#define AmdExtD3DShaderIntrinsicsAtomicOp_MaxU64 0x02
#define AmdExtD3DShaderIntrinsicsAtomicOp_AndU64 0x03
#define AmdExtD3DShaderIntrinsicsAtomicOp_OrU64 0x04
#define AmdExtD3DShaderIntrinsicsAtomicOp_XorU64 0x05
#define AmdExtD3DShaderIntrinsicsAtomicOp_AddU64 0x06
#define AmdExtD3DShaderIntrinsicsAtomicOp_XchgU64 0x07
#define AmdExtD3DShaderIntrinsicsAtomicOp_CmpXchgU64 0x08
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsicsFloatConversion defines for supported rounding modes from float to float16 conversions.
* To be used as an input AmdExtD3DShaderIntrinsicsOpcode_FloatConversion instruction
***********************************************************************************************************************
*/
#define AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16Near 0x01
#define AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16NegInf 0x02
#define AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16PlusInf 0x03
/**
***********************************************************************************************************************
* MakeAmdShaderIntrinsicsInstruction
*
* Creates instruction from supplied opcode and immediate data.
* NOTE: This is an internal function and should not be called by the source HLSL shader directly.
*
***********************************************************************************************************************
*/
uint MakeAmdShaderIntrinsicsInstruction(uint opcode, uint opcodePhase, uint immediateData)
{
return ((AmdExtD3DShaderIntrinsics_MagicCode << AmdExtD3DShaderIntrinsics_MagicCodeShift) |
(immediateData << AmdExtD3DShaderIntrinsics_DataShift) |
(opcodePhase << AmdExtD3DShaderIntrinsics_OpcodePhaseShift) |
(opcode << AmdExtD3DShaderIntrinsics_OpcodeShift));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadfirstlaneF
*
* Returns the value of float src for the first active lane of the wavefront.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Readfirstlane) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_ReadfirstlaneF(float src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Readfirstlane, 0, 0);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadfirstlaneU
*
* Returns the value of unsigned integer src for the first active lane of the wavefront.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Readfirstlane) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_ReadfirstlaneU(uint src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Readfirstlane, 0, 0);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Readlane
*
* Returns the value of float src for the lane within the wavefront specified by laneId.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Readlane) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_ReadlaneF(float src, uint laneId)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Readlane, 0, laneId);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadlaneU
*
* Returns the value of unsigned integer src for the lane within the wavefront specified by laneId.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Readlane) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_ReadlaneU(uint src, uint laneId)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Readlane, 0, laneId);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_LaneId
*
* Returns the current lane id for the thread within the wavefront.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_LaneId) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_LaneId()
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_LaneId, 0, 0);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_GetWaveSize
*
* Returns the wave size for the current shader, including active, inactive and helper lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_GetWaveSize) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_GetWaveSize()
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_GetWaveSize, 0, 0);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Swizzle
*
* Generic instruction to shuffle the float src value among different lanes as specified by the operation.
* Note that the operation parameter must be an immediately specified value not a value from a variable.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Swizzle) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_SwizzleF(float src, uint operation)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Swizzle, 0, operation);
uint retVal;
//InterlockedCompareExchange(AmdExtD3DShaderIntrinsicsUAV[instruction], asuint(src), 0, retVal);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_SwizzleU
*
* Generic instruction to shuffle the unsigned integer src value among different lanes as specified by the operation.
* Note that the operation parameter must be an immediately specified value not a value from a variable.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Swizzle) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_SwizzleU(uint src, uint operation)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Swizzle, 0, operation);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Ballot
*
* Given an input predicate returns a bit mask indicating for which lanes the predicate is true.
* Inactive or non-existent lanes will always return 0. The number of existent lanes is the wavefront size.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Ballot) returned S_OK.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_Ballot(bool predicate)
{
uint instruction;
uint retVal1;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Ballot,
AmdExtD3DShaderIntrinsicsOpcodePhase_0, 0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, predicate, 0, retVal1);
uint retVal2;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Ballot,
AmdExtD3DShaderIntrinsicsOpcodePhase_1, 0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, predicate, 0, retVal2);
return uint2(retVal1, retVal2);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_BallotAny
*
* Convenience routine that uses Ballot and returns true if for any of the active lanes the predicate is true.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Ballot) returned S_OK.
*
***********************************************************************************************************************
*/
bool AmdExtD3DShaderIntrinsics_BallotAny(bool predicate)
{
uint2 retVal = AmdExtD3DShaderIntrinsics_Ballot(predicate);
return ((retVal.x | retVal.y) != 0 ? true : false);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_BallotAll
*
* Convenience routine that uses Ballot and returns true if for all of the active lanes the predicate is true.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Ballot) returned S_OK.
*
***********************************************************************************************************************
*/
bool AmdExtD3DShaderIntrinsics_BallotAll(bool predicate)
{
uint2 ballot = AmdExtD3DShaderIntrinsics_Ballot(predicate);
uint2 execMask = AmdExtD3DShaderIntrinsics_Ballot(true);
return ((ballot.x == execMask.x) && (ballot.y == execMask.y));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_MBCnt
*
* Returns the masked bit count of the source register for this thread within all the active threads within a
* wavefront.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_MBCnt) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_MBCnt(uint2 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_MBCnt, 0, 0);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, src.y, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Min3F
*
* Returns the minimum value of the three floating point source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_Min3F(float src0, float src1, float src2)
{
uint minimum;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Min3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, asuint(src0), asuint(src1), minimum);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Min3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, asuint(src2), minimum, minimum);
return asfloat(minimum);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Min3U
*
* Returns the minimum value of the three unsigned integer source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_Min3U(uint src0, uint src1, uint src2)
{
uint minimum;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Min3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, src0, src1, minimum);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Min3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, src2, minimum, minimum);
return minimum;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Med3F
*
* Returns the median value of the three floating point source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_Med3F(float src0, float src1, float src2)
{
uint median;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Med3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, asuint(src0), asuint(src1), median);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Med3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, asuint(src2), median, median);
return asfloat(median);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Med3U
*
* Returns the median value of the three unsigned integer source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_Med3U(uint src0, uint src1, uint src2)
{
uint median;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Med3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, src0, src1, median);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Med3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, src2, median, median);
return median;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Max3F
*
* Returns the maximum value of the three floating point source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_Max3F(float src0, float src1, float src2)
{
uint maximum;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Max3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, asuint(src0), asuint(src1), maximum);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Max3F,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, asuint(src2), maximum, maximum);
return asfloat(maximum);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_Max3U
*
* Returns the maximum value of the three unsigned integer source arguments.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_Compare3) returned S_OK.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_Max3U(uint src0, uint src1, uint src2)
{
uint maximum;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Max3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, src0, src1, maximum);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_Max3U,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, src2, maximum, maximum);
return maximum;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_IjBarycentricCoords
*
* Returns the (i, j) barycentric coordinate pair for this shader invocation with the specified interpolation mode at
* the specified pixel location. Should not be used for "pull-model" interpolation, PullModelBarycentricCoords should
* be used instead
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_BaryCoord) returned S_OK.
*
* Can only be used in pixel shader stages.
*
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_IjBarycentricCoords(uint interpMode)
{
uint2 retVal;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaryCoord,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
interpMode);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, 0, 0, retVal.x);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaryCoord,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
interpMode);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, retVal.x, 0, retVal.y);
return float2(asfloat(retVal.x), asfloat(retVal.y));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_PullModelBarycentricCoords
*
* Returns the (1/W,1/I,1/J) coordinates at the pixel center which can be used for custom interpolation at any
* location in the pixel.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_BaryCoord) returned S_OK.
*
* Can only be used in pixel shader stages.
*
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_PullModelBarycentricCoords()
{
uint3 retVal;
uint instruction1 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaryCoord,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
AmdExtD3DShaderIntrinsicsBarycentric_PerspPullModel);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction1, 0, 0, retVal.x);
uint instruction2 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaryCoord,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
AmdExtD3DShaderIntrinsicsBarycentric_PerspPullModel);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction2, retVal.x, 0, retVal.y);
uint instruction3 = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaryCoord,
AmdExtD3DShaderIntrinsicsOpcodePhase_2,
AmdExtD3DShaderIntrinsicsBarycentric_PerspPullModel);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction3, retVal.y, 0, retVal.z);
return float3(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_VertexParameter
*
* Returns the triangle's parameter information at the specified triangle vertex.
* The vertex and parameter indices must specified as immediate values.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_VtxParam) returned S_OK.
*
* Only available in pixel shader stages.
*
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_VertexParameter(uint vertexIdx, uint parameterIdx)
{
uint4 retVal;
uint4 instruction;
instruction.x = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_VtxParam,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
((vertexIdx << AmdExtD3DShaderIntrinsicsBarycentric_VtxShift) |
(parameterIdx << AmdExtD3DShaderIntrinsicsBarycentric_ParamShift) |
(AmdExtD3DShaderIntrinsicsBarycentric_ComponentX << AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift)));
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction.x, 0, 0, retVal.x);
instruction.y = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_VtxParam,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
((vertexIdx << AmdExtD3DShaderIntrinsicsBarycentric_VtxShift) |
(parameterIdx << AmdExtD3DShaderIntrinsicsBarycentric_ParamShift) |
(AmdExtD3DShaderIntrinsicsBarycentric_ComponentY << AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift)));
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction.y, 0, 0, retVal.y);
instruction.z = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_VtxParam,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
((vertexIdx << AmdExtD3DShaderIntrinsicsBarycentric_VtxShift) |
(parameterIdx << AmdExtD3DShaderIntrinsicsBarycentric_ParamShift) |
(AmdExtD3DShaderIntrinsicsBarycentric_ComponentZ << AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift)));
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction.z, 0, 0, retVal.z);
instruction.w = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_VtxParam,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
((vertexIdx << AmdExtD3DShaderIntrinsicsBarycentric_VtxShift) |
(parameterIdx << AmdExtD3DShaderIntrinsicsBarycentric_ParamShift) |
(AmdExtD3DShaderIntrinsicsBarycentric_ComponentW << AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift)));
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction.w, 0, 0, retVal.w);
return float4(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z), asfloat(retVal.w));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_VertexParameterComponent
*
* Returns the triangle's parameter information at the specified triangle vertex and component.
* The vertex, parameter and component indices must be specified as immediate values.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_VtxParam) returned S_OK.
*
* Only available in pixel shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_VertexParameterComponent(uint vertexIdx, uint parameterIdx, uint componentIdx)
{
uint retVal;
uint instruction =
MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_VtxParam,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
((vertexIdx << AmdExtD3DShaderIntrinsicsBarycentric_VtxShift) |
(parameterIdx << AmdExtD3DShaderIntrinsicsBarycentric_ParamShift) |
(componentIdx << AmdExtD3DShaderIntrinsicsBarycentric_ComponentShift)));
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_WaveReduce) returned S_OK.
*
* Performs reduction operation on wavefront (thread group) data.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : float
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, float src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : float2
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, float2 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
uint2 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
return float2(asfloat(retVal.x), asfloat(retVal.y));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : float3
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, float3 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
uint3 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.z), 0, retVal.z);
return float3(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : float4
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, float4 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
uint4 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.z), 0, retVal.z);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.w), 0, retVal.w);
return float4(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z), asfloat(retVal.w));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : int
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, int src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
int retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : int2
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, int2 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
int2 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : int3
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, int3 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
int3 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.z, 0, retVal.z);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveReduce : int4
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveReduce(uint waveOp, int4 src)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
(waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift));
int4 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.z, 0, retVal.z);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.w, 0, retVal.w);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_WaveScan) returned S_OK.
*
* Performs scan operation on wavefront (thread group) data.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : float
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, float src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
uint retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), 0, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : float2
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, float2 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
uint2 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
return float2(asfloat(retVal.x), asfloat(retVal.y));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : float3
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, float3 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
uint3 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.z), 0, retVal.z);
return float3(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : float4
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, float4 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
uint4 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.y), 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.z), 0, retVal.z);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src.w), 0, retVal.w);
return float4(asfloat(retVal.x), asfloat(retVal.y), asfloat(retVal.z), asfloat(retVal.w));
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : int
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, int src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
int retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : int2
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, int2 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
int2 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : int3
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, int3 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
int3 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.z, 0, retVal.z);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveScan : int4
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveScan(uint waveOp, uint flags, int4 src)
{
const uint waveScanOp = (waveOp << AmdExtD3DShaderIntrinsicsWaveOp_OpcodeShift) |
(flags << AmdExtD3DShaderIntrinsicsWaveOp_FlagShift);
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_WaveScan,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
waveScanOp);
int4 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.x, 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.y, 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.z, 0, retVal.z);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src.w, 0, retVal.w);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_LoadDwordAtAddr
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_LoadDwAtAddr) returned S_OK.
*
* Loads a DWORD from GPU memory from a given 64-bit GPU VA and 32-bit offset.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_LoadDwordAtAddr
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(uint gpuVaLoBits, uint gpuVaHiBits, uint offset)
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_LoadDwAtAddr,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, gpuVaLoBits, gpuVaHiBits, retVal);
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_LoadDwAtAddr,
AmdExtD3DShaderIntrinsicsOpcodePhase_1,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, offset, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_LoadDwordAtAddrx2
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_LoadDwordAtAddrx2(uint gpuVaLoBits, uint gpuVaHiBits, uint offset)
{
uint2 retVal;
retVal.x = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset);
retVal.y = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset + 0x4);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_LoadDwordAtAddrx4
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_LoadDwordAtAddrx4(uint gpuVaLoBits, uint gpuVaHiBits, uint offset)
{
uint4 retVal;
retVal.x = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset);
retVal.y = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset + 0x4);
retVal.z = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset + 0x8);
retVal.w = AmdExtD3DShaderIntrinsics_LoadDwordAtAddr(gpuVaLoBits, gpuVaHiBits, offset + 0xC);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_GetDrawIndex
*
* The following function is available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_GetDrawIndex) returned S_OK.
*
* Returns the 0-based draw index in an indirect draw. Always returns 0 for direct draws.
*
* Available in vertex shader stage only.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_GetDrawIndex()
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_DrawIndex,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_GetBaseInstance
*
* The following function is available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_BaseInstance) returned S_OK.
*
* Returns the StartInstanceLocation parameter passed to direct or indirect drawing commands.
*
* Available in vertex shader stage only.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_GetBaseInstance()
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaseInstance,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_GetBaseVertex
*
* The following function is available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_BaseVertex) returned S_OK.
*
* For non-indexed draw commands, returns the StartVertexLocation parameter. For indexed draw commands, returns the
* BaseVertexLocation parameter.
*
* Available in vertex shader stage only.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_GetBaseVertex()
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_BaseVertex,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, 0, 0, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadlaneAt : uint
*
* The following function is available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_ReadlaneAt) returned S_OK.
*
* Returns the value of the source for the given lane index within the specified wave. The lane index
* can be non-uniform across the wave.
*
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_ReadlaneAt(uint src, uint laneId)
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_ReadlaneAt,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, src, laneId, retVal);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadlaneAt : int
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_ReadlaneAt(int src, uint laneId)
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_ReadlaneAt,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), laneId, retVal);
return asint(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ReadlaneAt : float
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_ReadlaneAt(float src, uint laneId)
{
uint retVal;
uint instruction;
instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_ReadlaneAt,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
0);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(src), laneId, retVal);
return asfloat(retVal);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ConvertF32toF16
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsSupport_FloatConversion) returned
* S_OK.
*
* Converts 32bit floating point numbers into 16bit floating point number using a specified rounding mode
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ConvertF32toF16 - helper to convert f32 to f16 number
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_ConvertF32toF16(in uint convOp, in float3 val)
{
uint instruction = MakeAmdShaderIntrinsicsInstruction(AmdExtD3DShaderIntrinsicsOpcode_FloatConversion,
AmdExtD3DShaderIntrinsicsOpcodePhase_0,
convOp);
uint3 retVal;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(val.x), 0, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(val.y), 0, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instruction, asuint(val.z), 0, retVal.z);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ConvertF32toF16Near - convert f32 to f16 number using nearest rounding mode
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_ConvertF32toF16Near(in float3 inVec)
{
return AmdExtD3DShaderIntrinsics_ConvertF32toF16(AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16Near, inVec);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ConvertF32toF16Near - convert f32 to f16 number using -inf rounding mode
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_ConvertF32toF16NegInf(in float3 inVec)
{
return AmdExtD3DShaderIntrinsics_ConvertF32toF16(AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16NegInf, inVec);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_ConvertF32toF16Near - convert f32 to f16 number using +inf rounding mode
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_ConvertF32toF16PosInf(in float3 inVec)
{
return AmdExtD3DShaderIntrinsics_ConvertF32toF16(AmdExtD3DShaderIntrinsicsFloatConversionOp_FToF16PlusInf, inVec);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_MakeAtomicInstructions
*
* Creates uint4 with x/y/z/w components containing phase 0/1/2/3 for atomic instructions.
* NOTE: This is an internal function and should not be called by the source HLSL shader directly.
*
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(uint op)
{
uint4 instructions;
instructions.x = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_AtomicU64, AmdExtD3DShaderIntrinsicsOpcodePhase_0, op);
instructions.y = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_AtomicU64, AmdExtD3DShaderIntrinsicsOpcodePhase_1, op);
instructions.z = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_AtomicU64, AmdExtD3DShaderIntrinsicsOpcodePhase_2, op);
instructions.w = MakeAmdShaderIntrinsicsInstruction(
AmdExtD3DShaderIntrinsicsOpcode_AtomicU64, AmdExtD3DShaderIntrinsicsOpcodePhase_3, op);
return instructions;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicOp
*
* Creates intrinstic instructions for the specified atomic op.
* NOTE: These are internal functions and should not be called by the source HLSL shader directly.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(RWByteAddressBuffer uav, uint3 address, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav.Store(retVal.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(RWTexture1D<uint2> uav, uint3 address, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[retVal.x] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(RWTexture2D<uint2> uav, uint3 address, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[uint2(retVal.x, retVal.x)] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(RWTexture3D<uint2> uav, uint3 address, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[uint3(retVal.x, retVal.x, retVal.x)] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(
RWByteAddressBuffer uav, uint3 address, uint2 compare_value, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav.Store(retVal.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, compare_value.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.w, compare_value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(
RWTexture1D<uint2> uav, uint3 address, uint2 compare_value, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[retVal.x] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, compare_value.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.w, compare_value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(
RWTexture2D<uint2> uav, uint3 address, uint2 compare_value, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[uint2(retVal.x, retVal.x)] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, compare_value.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.w, compare_value.y, retVal.y, retVal.y);
return retVal;
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOp(
RWTexture3D<uint2> uav, uint3 address, uint2 compare_value, uint2 value, uint op)
{
uint2 retVal;
const uint4 instructions = AmdExtD3DShaderIntrinsics_MakeAtomicInstructions(op);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.x, address.x, address.y, retVal.x);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.y, address.z, value.x, retVal.y);
uav[uint3(retVal.x, retVal.x, retVal.x)] = retVal.y;
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.z, value.y, compare_value.x, retVal.y);
AmdExtD3DShaderIntrinsicsUAV.InterlockedCompareExchange(instructions.w, compare_value.y, retVal.y, retVal.y);
return retVal;
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicMinU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic minimum of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicMinU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MinU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMinU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MinU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMinU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MinU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMinU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MinU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicMaxU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic maximum of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicMaxU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MaxU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMaxU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MaxU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMaxU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MaxU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicMaxU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_MaxU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicAndU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic AND of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicAndU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AndU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAndU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AndU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAndU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AndU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAndU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AndU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicOrU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic OR of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicOrU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_OrU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOrU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_OrU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOrU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_OrU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicOrU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_OrU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicXorU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic XOR of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicXorU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XorU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXorU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XorU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXorU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XorU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXorU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XorU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicAddU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic add of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicAddU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AddU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAddU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AddU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAddU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AddU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicAddU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_AddU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicXchgU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic exchange of value with the UAV at address, returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicXchgU64(RWByteAddressBuffer uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXchgU64(RWTexture1D<uint2> uav, uint address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXchgU64(RWTexture2D<uint2> uav, uint2 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicXchgU64(RWTexture3D<uint2> uav, uint3 address, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_XchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_AtomicCmpXchgU64
*
* The following functions are available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_AtomicU64) returned S_OK.
*
* Performs 64-bit atomic compare of comparison value with UAV at address, stores value if values match,
* returns the original value.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_AtomicCmpXchgU64(
RWByteAddressBuffer uav, uint address, uint2 compare_value, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_CmpXchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), compare_value, value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicCmpXchgU64(
RWTexture1D<uint2> uav, uint address, uint2 compare_value, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_CmpXchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address, 0, 0), compare_value, value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicCmpXchgU64(
RWTexture2D<uint2> uav, uint2 address, uint2 compare_value, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_CmpXchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, 0), compare_value, value, op);
}
uint2 AmdExtD3DShaderIntrinsics_AtomicCmpXchgU64(
RWTexture3D<uint2> uav, uint3 address, uint2 compare_value, uint2 value)
{
const uint op = AmdExtD3DShaderIntrinsicsAtomicOp_CmpXchgU64;
return AmdExtD3DShaderIntrinsics_AtomicOp(uav, uint3(address.x, address.y, address.z), compare_value, value, op);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum
*
* Performs reduction operation across a wave and returns the result of the reduction (sum of all threads in a wave)
* to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveActiveSum(float src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveActiveSum(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveActiveSum(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveActiveSum(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveSum(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveSum(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveSum(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveSum(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveSum(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveSum(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveSum(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveSum<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveSum(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_AddU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct
*
* Performs reduction operation across a wave and returns the result of the reduction (product of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveActiveProduct(float src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveActiveProduct(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveActiveProduct(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveActiveProduct(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveProduct(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveProduct(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveProduct(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveProduct(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveProduct(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveProduct(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveProduct(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveProduct<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveProduct(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MulU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin
*
* Performs reduction operation across a wave and returns the result of the reduction (minimum of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveActiveMin(float src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveActiveMin(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveActiveMin(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveActiveMin(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveMin(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveMin(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveMin(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveMin(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveMin(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveMin(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveMin(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMin<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveMin(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MinU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax
*
* Performs reduction operation across a wave and returns the result of the reduction (maximum of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WaveActiveMax(float src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WaveActiveMax(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WaveActiveMax(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WaveActiveMax(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxF, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveMax(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveMax(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveMax(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveMax(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxI, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveMax(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveMax(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveMax(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveMax<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveMax(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_MaxU, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd
*
* Performs reduction operation across a wave and returns the result of the reduction (Bitwise AND of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitAnd<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveBitAnd(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_And, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr
*
* Performs reduction operation across a wave and returns the result of the reduction (Bitwise OR of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveBitOr(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveBitOr(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitOr<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveBitOr(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Or, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor
*
* Performs reduction operation across a wave and returns the result of the reduction (Bitwise XOR of all threads in a
* wave) to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveReduce) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WaveActiveBitXor(int src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WaveActiveBitXor(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WaveActiveBitXor<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WaveActiveBitXor(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveReduce(AmdExtD3DShaderIntrinsicsWaveOp_Xor, src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum
*
* Performs a prefix (exclusive) scan operation across a wave and returns the resulting sum to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePrefixSum(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePrefixSum(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePrefixSum(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePrefixSum(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePrefixSum(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePrefixSum(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePrefixSum(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePrefixSum(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePrefixSum(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePrefixSum(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePrefixSum(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixSum<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePrefixSum(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct
*
* Performs a prefix scan operation across a wave and returns the resulting product to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePrefixProduct(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePrefixProduct(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePrefixProduct(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePrefixProduct(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePrefixProduct(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePrefixProduct(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePrefixProduct(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePrefixProduct(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePrefixProduct(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePrefixProduct(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePrefixProduct(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixProduct<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePrefixProduct(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin
*
* Performs a prefix scan operation across a wave and returns the resulting minimum value to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePrefixMin(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePrefixMin(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePrefixMin(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePrefixMin(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePrefixMin(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePrefixMin(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePrefixMin(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePrefixMin(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePrefixMin(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePrefixMin(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePrefixMin(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMin<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePrefixMin(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax
*
* Performs a prefix scan operation across a wave and returns the resulting maximum value to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePrefixMax(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePrefixMax(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePrefixMax(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePrefixMax(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePrefixMax(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePrefixMax(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePrefixMax(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePrefixMax(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePrefixMax(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePrefixMax(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePrefixMax(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePrefixMax<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePrefixMax(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Exclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum
*
* Performs a Postfix (Inclusive) scan operation across a wave and returns the resulting sum to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePostfixSum(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePostfixSum(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePostfixSum(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePostfixSum(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePostfixSum(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePostfixSum(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePostfixSum(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePostfixSum(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePostfixSum(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePostfixSum(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePostfixSum(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixSum<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePostfixSum(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_AddU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct
*
* Performs a Postfix scan operation across a wave and returns the resulting product to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePostfixProduct(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePostfixProduct(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePostfixProduct(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePostfixProduct(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePostfixProduct(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePostfixProduct(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePostfixProduct(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePostfixProduct(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePostfixProduct(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePostfixProduct(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePostfixProduct(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixProduct<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePostfixProduct(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MulU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin
*
* Performs a Postfix scan operation across a wave and returns the resulting minimum value to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePostfixMin(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePostfixMin(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePostfixMin(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePostfixMin(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePostfixMin(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePostfixMin(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePostfixMin(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePostfixMin(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePostfixMin(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePostfixMin(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePostfixMin(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMin<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePostfixMin(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MinU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax
*
* Performs a Postfix scan operation across a wave and returns the resulting maximum value to all participating lanes.
*
* Available if CheckSupport(AmdExtD3DShaderIntrinsicsOpcode_WaveScan) returned S_OK.
*
* Available in all shader stages.
*
***********************************************************************************************************************
*/
float AmdExtD3DShaderIntrinsics_WavePostfixMax(float src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<float2>
***********************************************************************************************************************
*/
float2 AmdExtD3DShaderIntrinsics_WavePostfixMax(float2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<float3>
***********************************************************************************************************************
*/
float3 AmdExtD3DShaderIntrinsics_WavePostfixMax(float3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<float4>
***********************************************************************************************************************
*/
float4 AmdExtD3DShaderIntrinsics_WavePostfixMax(float4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxF,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<int>
***********************************************************************************************************************
*/
int AmdExtD3DShaderIntrinsics_WavePostfixMax(int src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<int2>
***********************************************************************************************************************
*/
int2 AmdExtD3DShaderIntrinsics_WavePostfixMax(int2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<int3>
***********************************************************************************************************************
*/
int3 AmdExtD3DShaderIntrinsics_WavePostfixMax(int3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<int4>
***********************************************************************************************************************
*/
int4 AmdExtD3DShaderIntrinsics_WavePostfixMax(int4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxI,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<uint>
***********************************************************************************************************************
*/
uint AmdExtD3DShaderIntrinsics_WavePostfixMax(uint src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<uint2>
***********************************************************************************************************************
*/
uint2 AmdExtD3DShaderIntrinsics_WavePostfixMax(uint2 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<uint3>
***********************************************************************************************************************
*/
uint3 AmdExtD3DShaderIntrinsics_WavePostfixMax(uint3 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
/**
***********************************************************************************************************************
* AmdExtD3DShaderIntrinsics_WavePostfixMax<uint4>
***********************************************************************************************************************
*/
uint4 AmdExtD3DShaderIntrinsics_WavePostfixMax(uint4 src)
{
return AmdExtD3DShaderIntrinsics_WaveScan(AmdExtD3DShaderIntrinsicsWaveOp_MaxU,
AmdExtD3DShaderIntrinsicsWaveOp_Inclusive,
src);
}
#if defined (AGS_RAY_HIT_TOKEN)
//=====================================================================================================================
struct AmdExtRtHitToken
{
uint dword[2];
};
/**
***********************************************************************************************************************
* @brief
* AmdExtD3DShaderIntrinsicsRT structure when included in a Ray Tracing payload will indicate to the driver
* that the dwords are already supplied in AmdExtRtHitTokenIn and only requires a call to intersect
* ray, bypassing the traversal of the acceleration structure.
***********************************************************************************************************************
*/
struct AmdExtRtHitTokenIn : AmdExtRtHitToken { };
/**
***********************************************************************************************************************
* @brief
* AmdExtD3DShaderIntrinsicsRT structure when included in a Ray Tracing payload will indicate to the driver
* that the dwords must be patched into the payload after traversal. The application can store this
* data in a buffer which can then be used for hit group sorting so shading divergence can be avoided.
***********************************************************************************************************************
*/
struct AmdExtRtHitTokenOut : AmdExtRtHitToken { };
/**
***********************************************************************************************************************
* @brief
* Group shared memory reserved for temprary storage of hit tokens. Not intended to touched by the app shader.
* Application shader must only use the extension functions defined below to access the hit tokens
*
***********************************************************************************************************************
*/
groupshared AmdExtRtHitToken AmdHitToken;
/**
***********************************************************************************************************************
* @brief
* Accessor function to obtain the hit tokens from the last call to TraceRays(). The data returned by this
* function only guarantees valid values for the last call to TraceRays() prior to calling this function.
*
***********************************************************************************************************************
*/
uint2 AmdGetLastHitToken()
{
return uint2(AmdHitToken.dword[0], AmdHitToken.dword[1]);
}
/**
***********************************************************************************************************************
* @brief
* This function initialises hit tokens for subsequent TraceRays() call. Note, any TraceRay() that intends to use
* these hit tokens must include this function call in the same basic block. Applications can use a convenience macro
* defined below to enforce that.
*
***********************************************************************************************************************
*/
void AmdSetHitToken(uint2 token)
{
AmdHitToken.dword[0] = token.x;
AmdHitToken.dword[1] = token.y;
}
/**
***********************************************************************************************************************
* @brief
* Convenience macro for calling TraceRays that uses the hit token
*
***********************************************************************************************************************
*/
#define AmdTraceRay(accelStruct, \
rayFlags, \
instanceInclusionMask, \
rayContributionToHitGroupIndex, \
geometryMultiplier, \
missShaderIndex, \
ray, \
payload, \
token) \
AmdSetHitToken(token); \
TraceRay(accelStruct, \
rayFlags, \
instanceInclusionMask, \
rayContributionToHitGroupIndex, \
geometryMultiplier, \
missShaderIndex, \
ray, \
payload); \
#endif // AGS_RAY_HIT_TOKEN
#endif // _AMDEXTD3DSHADERINTRINICS_HLSL