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HLSL unsigned integer overflow behavior well defined?

Started by January 17, 2020 12:54 AM
0 comments, last by coderchris 5 years ago

I've been searching around for an official specification or something for HLSL (Directx 11+) but haven't found anything related to my issue.

I'm working on a compute shader which requires unsigned integer overflow to wrap around for correct results. With my current GPU and drivers, it does appear to be wrapping around.

My question is: is there is a requirement in the HLSL / DirectX specification that says unsigned integer overflow behavior is well defined to wrap around? Can I rely on this behavior across hardware vendors / drivers?

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