• Introduction:
  • Glossary:
  • Caps Flags:
  • Operation:
  • Direct3D API Additions:
  • Shading Language Intrinsics:
  • Wave Query Intrinsics:
  • bool WaveIsFirstLane()
  • uint WaveGetLaneCount()
  • uint WaveGetLaneIndex()
  • Wave Vote Intrinsics:
  • bool WaveActiveAnyTrue( bool expr )
  • bool WaveActiveAllTrue( bool expr )
  • uint4 WaveActiveBallot( bool expr )
  • Types:
  • Wave Broadcast or Shuffle Intrinsics
  • <type> WaveReadLaneFirst( <type> expr )
  • <type> WaveReadLaneAt( <type> expr, uint laneIndex)
  • Wave Reduction Intrinsics
  • bool<n> WaveActiveAllEqual(<type> expr )
  • uint WaveActiveCountBits( bool bBit )
  • <type> WaveActiveSum( <type> expr )
  • <type> WaveActiveProduct( <type> expr)
  • <int_type> WaveActiveBitAnd( <int_type> expr)
  • <int_type> WaveActiveBitOr( <int_type> expr )
  • <int_type> WaveActiveBitXor( <int_type> expr)
  • <type> WaveActiveMin( <type> expr)
  • <type> WaveActiveMax( <type> expr);
  • Wave Scan/Prefix Intrinsics
  • uint WavePrefixCountBits( Bool bBit )
  • Example:
  • <type> WavePrefixProduct( <type> value )
  • <type> WavePrefixSum( <type> value )
  • Example: Ordered Append
  • Quad-Wide Shuffle Operations
  • <type> QuadReadAcrossX( <type> localValue )
  • <type> QuadReadAcrossY( <type> localValue )
  • <type> QuadReadAcrossDiagonal( <type> localValue )
  • <type> QuadReadLaneAt( <type> sourceValue, uint quadLaneID )