store_uav_typed (sm5 - asm)

Random-access write of an element into a typed unordered access view (UAV).

store_uav_typed dstUAV.xyzw, dstAddress[.swizzle], src0[.swizzle]
Item Description
[in] Contains the result of the operation.
[in] The address at which to write.
[in] The components to write.


This instruction performs a 4 component *32-bit element written from src0 to dstUAV at the address in dstAddress. dstUAV is a typed UAV (u#).

The format of the UAV determines format conversion.

The number of 32-bit unsigned integer components taken from the address are determined by the dimensionality of the resource declared at dstUAV. This address is in elements.

Out of bounds addressing means nothing gets written to memory.

dstUAV always has a .xyzw write mask. All components must be written.

It is invalid and undefined to use this instruction on a UAV that is not declared as typed. That is, doing this on a structured or typeless UAV is invalid.

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)