Declare an unordered access view (UAV) for use by a shader.
| dcl_uav_raw[_glc] dstUAV |
|---|
| Item | Description |
|---|---|
|
dstUAV |
[in] The UAV. |
Remarks
dstUAV is a u# register declared as a reference to an UnorderedAccessView of a Buffer, where the buffer appears as a simple 1D array of 32-bit untyped entries.
Operations performed on the memory may implicitly interpret the data as having a type.
The _glc flag means "globally coherent". The absence of _glc means the UAV is being declared only as "group coherent" in the compute shader, or "locally coherent" in a single pixel shader invocation.
This instruction applies to the following shader stages:
| Vertex | Hull | Domain | Geometry | Pixel | Compute |
|---|---|---|---|---|---|
| X | X |
Because UAVs are available at all shader stages for Direct3D 11.1, this instruction applies to all shader stages for the Direct3D 11.1 runtime, which is available starting with Windows 8.
| Vertex | Hull | Domain | Geometry | Pixel | Compute |
|---|---|---|---|---|---|
| X | X | X | X | X | X |
Minimum Shader Model
This instruction is supported in the following shader models:
| Shader Model | Supported |
|---|---|
| Shader Model 5 | yes |
| Shader Model 4.1 | no |
| Shader Model 4 | no |
| Shader Model 3 (DirectX HLSL) | no |
| Shader Model 2 (DirectX HLSL) | no |
| Shader Model 1 (DirectX HLSL) | no |
Note This instruction is supported in cs_4_0 and cs_4_1.
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Build date: 3/5/2013