_Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.InterlockedAddF32¶
Description¶
Signature¶
void _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.InterlockedAddF32( vector<uint, Shape.dimensions> coord, float value, out float originalValue) where T == float where Shape : __ITextureShape1D2D3D where isArray == 0 where isMS == 0 where sampleCount == 0 where access == 1 where isShadow == 0 where isCombined == 0; float _Texture<T, Shape, isArray, isMS, sampleCount, access, isShadow, isCombined, format>.InterlockedAddF32( vector<uint, Shape.dimensions> coord, float value) where T == float where Shape : __ITextureShape1D2D3D where isArray == 0 where isMS == 0 where sampleCount == 0 where access == 1 where isShadow == 0 where isCombined == 0;
Parameters¶
coord : vector<uint, Shape.dimensions>¶
value : float¶
originalValue : float¶
Availability and Requirements¶
Defined for the following targets:
hlsl¶
Available in all stages.
Requires capability: hlsl_nvapi.
glsl¶
Available in all stages.
metal¶
Available in all stages.
spirv¶
Available in all stages.
Requires capabilities: spvAtomicFloat32AddEXT, spvAtomicFloat32MinMaxEXT.