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?