store_structured (sm5 - asm)

Random-access write of 1-4 32-bit components into a structured buffer unordered access view (UAV).

store_structured dst0[.write_mask], dstAddress[.select_component], dstByteOffset[.select_component], src0[.swizzle]
Item Description
[in] The address of the results of the operation.
[in] The address at which to write.
[in] The index of the structure to write.
[in] The components to write.


This instruction performs 1-4 component *32bit components written from src0 to dst0 at the address in dstAddress and dstByteOffset. No format conversion.

dst0 must be a UAV (u#). In the compute shader it can also be thread group shared memory (g#).

dstAddress specifies the index of the structure to write.

The location of the data written is equivalent to the following pseudocode which shows the offset, address, pointer to the buffer contents, stride of the source, and the data stored linearly.

                    BYTE *BufferContents;             // from dst0
                    UINT BufferStride;                // from dst0
                    UINT dstAddress, dstByteOffset;   // source registers
                    BYTE *WriteLocation;              // value to calculate

                    // calculate writing location
                     WriteLocation = BufferContents 
                                + BufferStride * dstAddress 
                                + dstByteOffset;

                    // calculate the number of components to write
                    switch (dstWriteMask)
                        x:    WriteComponents = 1; break;
                        xy:   WriteComponents = 2; break;
                        xyz:  WriteComponents = 3; break;
                        xyzw: WriteComponents = 4; break;
                        default:  // only these masks are valid                              

                    // copy the data from the source register with
                    //    the swizzle applied
                    memcpy(WriteLocation, swizzle(src0, src0.swizzle), 
                             WriteComponents * sizeof(INT32));

This pseudocode shows how the operation functions, but the actual data does not have to be stored linearly. If the data is not stored linearly, the actual operation of the instruction needs to match the behavior of the above operation.

dst0 can only have a write mask that is one of the following: .x, .xy, .xyz, .xyzw. The write mask determines the number of 32-bit components to write without gaps.

Out of bounds addressing on u# casued by dstAddress means nothing is written to the out of bounds memory.

If the dstByteOffset, including dstWriteMask, is what causes out of bounds access to u#, the entire contents of the UAV become undefined.

Out of bounds addressing on g# (the bounds of that particular g#, as opposed to all shared memory) for any given 32-bit component causes the entire contents of all shared memory to become undefined.

dstByteOffset is a separate argument from dstAddress because it is commonly a literal. This parameter separation has not been done for atomics on structured memory.

cs_4_0 and cs_4_1 support this instruction for UAV and TGSM.

This instruction applies to the following shader stages:

Vertex Hull Domain Geometry Pixel Compute

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

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

Shader Model 5 Assembly (DirectX HLSL)