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 /************************************************************************************************************************************\
|*                                                                                                                                    *|
|*     Copyright � 2012 NVIDIA Corporation.  All rights reserved.                                                                     *|
|*                                                                                                                                    *|
|*  NOTICE TO USER:                                                                                                                   *|
|*                                                                                                                                    *|
|*  This software is subject to NVIDIA ownership rights under U.S. and international Copyright laws.                                  *|
|*                                                                                                                                    *|
|*  This software and the information contained herein are PROPRIETARY and CONFIDENTIAL to NVIDIA                                     *|
|*  and are being provided solely under the terms and conditions of an NVIDIA software license agreement.                             *|
|*  Otherwise, you have no rights to use or access this software in any manner.                                                       *|
|*                                                                                                                                    *|
|*  If not covered by the applicable NVIDIA software license agreement:                                                               *|
|*  NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOFTWARE FOR ANY PURPOSE.                                            *|
|*  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND.                                                           *|
|*  NVIDIA DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,                                                                     *|
|*  INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.                       *|
|*  IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES,                               *|
|*  OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,  WHETHER IN AN ACTION OF CONTRACT,                         *|
|*  NEGLIGENCE OR OTHER TORTIOUS ACTION,  ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE.            *|
|*                                                                                                                                    *|
|*  U.S. Government End Users.                                                                                                        *|
|*  This software is a "commercial item" as that term is defined at 48 C.F.R. 2.101 (OCT 1995),                                       *|
|*  consisting  of "commercial computer  software"  and "commercial computer software documentation"                                  *|
|*  as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995) and is provided to the U.S. Government only as a commercial end item.     *|
|*  Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (JUNE 1995),                                          *|
|*  all U.S. Government End Users acquire the software with only those rights set forth herein.                                       *|
|*                                                                                                                                    *|
|*  Any use of this software in individual and commercial software must include,                                                      *|
|*  in the user documentation and internal comments to the code,                                                                      *|
|*  the above Disclaimer (as applicable) and U.S. Government End Users Notice.                                                        *|
|*                                                                                                                                    *|
 \************************************************************************************************************************************/

////////////////////////// NVIDIA SHADER EXTENSIONS /////////////////
// internal functions
// Functions in this file are not expected to be called by apps directly

#include "nvShaderExtnEnums.h"

struct NvShaderExtnStruct
{
    uint   opcode;      // opcode
    uint   rid;         // resource ID
    uint   sid;         // sampler ID

    uint4  dst1u;       // destination operand 1 (for instructions that need extra destination operands)
    uint4  padding0[3]; // currently unused

    uint4  src0u;       // uint source operand  0
    uint4  src1u;       // uint source operand  0
    uint4  src2u;       // uint source operand  0
    uint4  dst0u;       // uint destination operand

    uint   markUavRef;  // the next store to UAV is fake and is used only to identify the uav slot
    float  padding1[28];// struct size: 256 bytes
};

// RW structured buffer for Nvidia shader extensions

// Application needs to define NV_SHADER_EXTN_SLOT as a unused slot, which should be 
// set using NvAPI_D3D11_SetNvShaderExtnSlot() call before creating the first shader that
// uses nvidia shader extensions. E.g before including this file in shader define it as:
// #define NV_SHADER_EXTN_SLOT u7

// For SM5.1, application needs to define NV_SHADER_EXTN_REGISTER_SPACE as register space
// E.g. before including this file in shader define it as:
// #define NV_SHADER_EXTN_REGISTER_SPACE space2

// Note that other operations to this UAV will be ignored so application
// should bind a null resource

#ifdef NV_SHADER_EXTN_REGISTER_SPACE
RWStructuredBuffer<NvShaderExtnStruct> g_NvidiaExt : register( NV_SHADER_EXTN_SLOT, NV_SHADER_EXTN_REGISTER_SPACE );
#else
RWStructuredBuffer<NvShaderExtnStruct> g_NvidiaExt : register( NV_SHADER_EXTN_SLOT );
#endif

//----------------------------------------------------------------------------//
// the exposed SHFL instructions accept a mask parameter in src2
// To compute lane mask from width of segment:
// minLaneID : currentLaneId & src2[12:8]
// maxLaneID : minLaneId | (src2[4:0] & ~src2[12:8])
// where [minLaneId, maxLaneId] defines the segment where currentLaneId belongs
// we always set src2[4:0] to 11111 (0x1F), and set src2[12:8] as (32 - width)
int __NvGetShflMaskFromWidth(uint width)
{
    return ((NV_WARP_SIZE - width) << 8) | 0x1F;
}

//----------------------------------------------------------------------------//

void __NvReferenceUAVForOp(RWByteAddressBuffer uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav.Store(index, 0);
}

void __NvReferenceUAVForOp(RWTexture1D<float2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = float2(0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<float2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = float2(0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<float2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = float2(0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<float4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = float4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<float4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = float4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<float4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = float4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<float> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = 0.0f;
}

void __NvReferenceUAVForOp(RWTexture2D<float> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = 0.0f;
}

void __NvReferenceUAVForOp(RWTexture3D<float> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = 0.0f;
}


void __NvReferenceUAVForOp(RWTexture1D<uint2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = uint2(0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<uint2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = uint2(0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<uint2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = uint2(0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<uint4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = uint4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<uint4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = uint4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<uint4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = uint4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<uint> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = 0;
}

void __NvReferenceUAVForOp(RWTexture2D<uint> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = 0;
}

void __NvReferenceUAVForOp(RWTexture3D<uint> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = 0;
}

void __NvReferenceUAVForOp(RWTexture1D<int2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = int2(0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<int2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = int2(0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<int2> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = int2(0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<int4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = int4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture2D<int4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = int4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture3D<int4> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = int4(0,0,0,0);
}

void __NvReferenceUAVForOp(RWTexture1D<int> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[index] = 0;
}

void __NvReferenceUAVForOp(RWTexture2D<int> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint2(index,index)] = 0;
}

void __NvReferenceUAVForOp(RWTexture3D<int> uav)
{
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].markUavRef = 1;
    uav[uint3(index,index,index)] = 0;
}

//----------------------------------------------------------------------------//
// ATOMIC op sub-opcodes
#define NV_EXTN_ATOM_ADD                            3
#define NV_EXTN_ATOM_MAX                            6
#define NV_EXTN_ATOM_MIN                            7

//----------------------------------------------------------------------------//

// performs Atomic operation on two consecutive fp16 values in the given UAV
// the uint paramater 'fp16x2Val' is treated as two fp16 values
// the passed sub-opcode 'op' should be an immediate constant
// byteAddress must be multiple of 4
// the returned value are the two fp16 values packed into a single uint
uint __NvAtomicOpFP16x2(RWByteAddressBuffer uav, uint byteAddress, uint fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x = byteAddress;
    g_NvidiaExt[index].src1u.x = fp16x2Val;
    g_NvidiaExt[index].src2u.x = atomicOpType;
    g_NvidiaExt[index].opcode  = NV_EXTN_OP_FP16_ATOMIC;

    return g_NvidiaExt[index].dst0u.x;    
}

//----------------------------------------------------------------------------//

// performs Atomic operation on a R16G16_FLOAT UAV at the given address
// the uint paramater 'fp16x2Val' is treated as two fp16 values
// the passed sub-opcode 'op' should be an immediate constant
// the returned value are the two fp16 values (.x and .y components) packed into a single uint
// Warning: Behaviour of these set of functions is undefined if the UAV is not 
// of R16G16_FLOAT format (might result in app crash or TDR)

uint __NvAtomicOpFP16x2(RWTexture1D<float2> uav, uint address, uint fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x    = address;
    g_NvidiaExt[index].src1u.x    = fp16x2Val;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;

    return g_NvidiaExt[index].dst0u.x;    
}

uint __NvAtomicOpFP16x2(RWTexture2D<float2> uav, uint2 address, uint fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xy   = address;
    g_NvidiaExt[index].src1u.x    = fp16x2Val;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;

    return g_NvidiaExt[index].dst0u.x;    
}

uint __NvAtomicOpFP16x2(RWTexture3D<float2> uav, uint3 address, uint fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xyz  = address;
    g_NvidiaExt[index].src1u.x    = fp16x2Val;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;

    return g_NvidiaExt[index].dst0u.x;    
}

//----------------------------------------------------------------------------//

// performs Atomic operation on a R16G16B16A16_FLOAT UAV at the given address
// the uint2 paramater 'fp16x2Val' is treated as four fp16 values 
// i.e, fp16x2Val.x = uav.xy and fp16x2Val.y = uav.yz
// the passed sub-opcode 'op' should be an immediate constant
// the returned value are the four fp16 values (.xyzw components) packed into uint2
// Warning: Behaviour of these set of functions is undefined if the UAV is not 
// of R16G16B16A16_FLOAT format (might result in app crash or TDR)

uint2 __NvAtomicOpFP16x2(RWTexture1D<float4> uav, uint address, uint2 fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);

    // break it down into two fp16x2 atomic ops
    uint2 retVal;

    // first op has x-coordinate = x * 2
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x    = address * 2;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.x;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.x = g_NvidiaExt[index].dst0u.x;

    // second op has x-coordinate = x * 2 + 1
    index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x    = address * 2 + 1;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.y;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.y = g_NvidiaExt[index].dst0u.x;

    return retVal;
}

uint2 __NvAtomicOpFP16x2(RWTexture2D<float4> uav, uint2 address, uint2 fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);

    // break it down into two fp16x2 atomic ops
    uint2 retVal;

    // first op has x-coordinate = x * 2
    uint2 addressTemp = uint2(address.x * 2, address.y);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xy   = addressTemp;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.x;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.x = g_NvidiaExt[index].dst0u.x;

    // second op has x-coordinate = x * 2 + 1
    addressTemp.x++;
    index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xy   = addressTemp;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.y;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.y = g_NvidiaExt[index].dst0u.x;

    return retVal;
}

uint2 __NvAtomicOpFP16x2(RWTexture3D<float4> uav, uint3 address, uint2 fp16x2Val, uint atomicOpType)
{
    __NvReferenceUAVForOp(uav);

    // break it down into two fp16x2 atomic ops
    uint2 retVal;

    // first op has x-coordinate = x * 2
    uint3 addressTemp = uint3(address.x * 2, address.y, address.z);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xyz  = addressTemp;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.x;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.x = g_NvidiaExt[index].dst0u.x;

    // second op has x-coordinate = x * 2 + 1
    addressTemp.x++;
    index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xyz  = addressTemp;
    g_NvidiaExt[index].src1u.x    = fp16x2Val.y;
    g_NvidiaExt[index].src2u.x    = atomicOpType;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP16_ATOMIC;
    retVal.y = g_NvidiaExt[index].dst0u.x;

    return retVal;
}

uint __fp32x2Tofp16x2(float2 val)
{
    return (f32tof16(val.y)<<16) | f32tof16(val.x) ;
}

uint2 __fp32x4Tofp16x4(float4 val)
{
    return uint2( (f32tof16(val.y)<<16) | f32tof16(val.x), (f32tof16(val.w)<<16) | f32tof16(val.z) ) ;
}

// FP32 Atomic functions

// performs Atomic operation treating the uav as float (fp32) values
// the passed sub-opcode 'op' should be an immediate constant
// byteAddress must be multiple of 4
float __NvAtomicAddFP32(RWByteAddressBuffer uav, uint byteAddress, float val)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x = byteAddress;
    g_NvidiaExt[index].src1u.x = asuint(val);   // passing as uint to make it more convinient for the driver to translate
    g_NvidiaExt[index].src2u.x = NV_EXTN_ATOM_ADD;
    g_NvidiaExt[index].opcode  = NV_EXTN_OP_FP32_ATOMIC;

    return asfloat(g_NvidiaExt[index].dst0u.x);
}

float __NvAtomicAddFP32(RWTexture1D<float> uav, uint address, float val)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.x    = address;
    g_NvidiaExt[index].src1u.x    = asuint(val);
    g_NvidiaExt[index].src2u.x    = NV_EXTN_ATOM_ADD;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP32_ATOMIC;

    return asfloat(g_NvidiaExt[index].dst0u.x);
}

float __NvAtomicAddFP32(RWTexture2D<float> uav, uint2 address, float val)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xy   = address;
    g_NvidiaExt[index].src1u.x    = asuint(val);
    g_NvidiaExt[index].src2u.x    = NV_EXTN_ATOM_ADD;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP32_ATOMIC;

    return asfloat(g_NvidiaExt[index].dst0u.x);
}

float __NvAtomicAddFP32(RWTexture3D<float> uav, uint3 address, float val)
{
    __NvReferenceUAVForOp(uav);
    uint index = g_NvidiaExt.IncrementCounter();
    g_NvidiaExt[index].src0u.xyz  = address;
    g_NvidiaExt[index].src1u.x    = asuint(val);
    g_NvidiaExt[index].src2u.x    = NV_EXTN_ATOM_ADD;
    g_NvidiaExt[index].opcode     = NV_EXTN_OP_FP32_ATOMIC;

    return asfloat(g_NvidiaExt[index].dst0u.x);
}