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RWByteAddressBuffer BAB : register (u1, space0);
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- // RDAT-LABEL: UnmangledName: "node_barrier"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: (Opt_RequiresGroup)
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- // RDAT: ShaderStageFlag: (Node)
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- // RDAT: MinShaderTarget: 0xf0068
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-
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- [shader ("node" )]
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- [NodeLaunch ("broadcasting" )]
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- [NodeDispatchGrid (1 , 1 , 1 )]
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- [NumThreads (1 ,1 ,1 )]
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- void node_barrier () {
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- GroupMemoryBarrierWithGroupSync ();
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- BAB.Store (0 , 0 );
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_device1"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: 0
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- // RDAT: ShaderStageFlag: (Pixel | Vertex | Geometry | Hull | Domain | Compute | Library | RayGeneration | Intersection | AnyHit | ClosestHit | Miss | Callable | Mesh | Amplification | Node)
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- // RDAT: MinShaderTarget: 0x60060
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-
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- [noinline] export
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- void fn_barrier_device1 () {
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- Barrier (UAV_MEMORY, DEVICE_SCOPE);
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_device2"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: 0
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- // RDAT: ShaderStageFlag: (Pixel | Vertex | Geometry | Hull | Domain | Compute | Library | RayGeneration | Intersection | AnyHit | ClosestHit | Miss | Callable | Mesh | Amplification | Node)
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- // RDAT: MinShaderTarget: 0x60068
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-
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- [noinline] export
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- void fn_barrier_device2 () {
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- Barrier (BAB, DEVICE_SCOPE);
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_group1"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: (Opt_RequiresGroup)
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- // RDAT: ShaderStageFlag: (Compute | Library | Mesh | Amplification | Node)
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- // RDAT: MinShaderTarget: 0x60060
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-
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- [noinline] export
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- void fn_barrier_group1 () {
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- Barrier (GROUP_SHARED_MEMORY, GROUP_SYNC | GROUP_SCOPE);
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_group2"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: (Opt_RequiresGroup)
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- // RDAT: ShaderStageFlag: (Compute | Library | Mesh | Amplification | Node)
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- // RDAT: MinShaderTarget: 0x60068
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-
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- [noinline] export
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- void fn_barrier_group2 () {
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- Barrier (BAB, GROUP_SYNC | GROUP_SCOPE);
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_node1"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: 0
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- // RDAT: ShaderStageFlag: (Library | Node)
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- // RDAT: MinShaderTarget: 0x60068
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-
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- [noinline] export
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- void fn_barrier_node1 () {
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- Barrier (NODE_INPUT_MEMORY, DEVICE_SCOPE);
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- }
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-
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- // RDAT-LABEL: UnmangledName: "fn_barrier_node_group1"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: (Opt_RequiresGroup)
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- // RDAT: ShaderStageFlag: (Library | Node)
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- // RDAT: MinShaderTarget: 0x60068
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-
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- [noinline] export
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- void fn_barrier_node_group1 () {
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- Barrier (NODE_INPUT_MEMORY, GROUP_SYNC | GROUP_SCOPE);
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- }
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-
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// RDAT-LABEL: UnmangledName: "fn_barrier_reorder"
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// RDAT: FeatureInfo1: 0
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// RDAT: FeatureInfo2: 0
@@ -98,59 +17,37 @@ void fn_barrier_reorder() {
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Barrier (UAV_MEMORY, REORDER_SCOPE);
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}
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- // RDAT-LABEL: UnmangledName: "node_barrier_device_in_call "
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+ // RDAT-LABEL: UnmangledName: "fn_barrier_reorder2 "
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// RDAT: FeatureInfo1: 0
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// RDAT: FeatureInfo2: 0
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- // RDAT: ShaderStageFlag: (Node )
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- // RDAT: MinShaderTarget: 0xf0068
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+ // RDAT: ShaderStageFlag: (Library | RayGeneration )
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+ // RDAT: MinShaderTarget: 0x60069
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- [shader ("node" )]
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- [NodeLaunch ("broadcasting" )]
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- [NodeDispatchGrid (1 , 1 , 1 )]
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- [NumThreads (1 ,1 ,1 )]
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- void node_barrier_device_in_call () {
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- fn_barrier_device1 ();
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- BAB.Store (0 , 0 );
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+ [noinline] export
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+ void fn_barrier_reorder2 () {
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+ Barrier (BAB, REORDER_SCOPE);
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}
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- // RDAT-LABEL: UnmangledName: "node_barrier_node_in_call "
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+ // RDAT-LABEL: UnmangledName: "rg_barrier_reorder_in_call "
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// RDAT: FeatureInfo1: 0
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// RDAT: FeatureInfo2: 0
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- // RDAT: ShaderStageFlag: (Node)
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- // RDAT: MinShaderTarget: 0xf0068
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-
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- [shader ("node" )]
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- [NodeLaunch ("broadcasting" )]
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- [NodeDispatchGrid (1 , 1 , 1 )]
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- [NumThreads (1 ,1 ,1 )]
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- void node_barrier_node_in_call () {
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- fn_barrier_node1 ();
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- BAB.Store (0 , 0 );
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- }
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-
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- // RDAT-LABEL: UnmangledName: "node_barrier_node_group_in_call"
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- // RDAT: FeatureInfo1: 0
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- // RDAT: FeatureInfo2: (Opt_RequiresGroup)
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- // RDAT: ShaderStageFlag: (Node)
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- // RDAT: MinShaderTarget: 0xf0068
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+ // RDAT: ShaderStageFlag: (RayGeneration)
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+ // RDAT: MinShaderTarget: 0x70069
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- [shader ("node" )]
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- [NodeLaunch ("broadcasting" )]
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- [NodeDispatchGrid (1 , 1 , 1 )]
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- [NumThreads (1 ,1 ,1 )]
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- void node_barrier_node_group_in_call () {
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- fn_barrier_node_group1 ();
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+ [shader ("raygeneration" )]
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+ void rg_barrier_reorder_in_call () {
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+ fn_barrier_reorder ();
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BAB.Store (0 , 0 );
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}
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- // RDAT-LABEL: UnmangledName: "rg_barrier_reorder_in_call "
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+ // RDAT-LABEL: UnmangledName: "rg_barrier_reorder_in_call2 "
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// RDAT: FeatureInfo1: 0
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// RDAT: FeatureInfo2: 0
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// RDAT: ShaderStageFlag: (RayGeneration)
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// RDAT: MinShaderTarget: 0x70069
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[shader ("raygeneration" )]
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- void rg_barrier_reorder_in_call () {
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- fn_barrier_reorder ();
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+ void rg_barrier_reorder_in_call2 () {
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+ fn_barrier_reorder2 ();
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BAB.Store (0 , 0 );
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}
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