uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) { uint original_value = 0; buffer.InterlockedAdd(offset, value, original_value); return original_value; } RWByteAddressBuffer drawOut : register(u5, space0); static uint cubeVerts = 0u; struct tint_symbol_1 { uint3 global_id : SV_DispatchThreadID; }; void computeMain_inner(uint3 global_id) { const uint firstVertex = atomicAdd_1(drawOut, 0u, cubeVerts); } [numthreads(1, 1, 1)] void computeMain(tint_symbol_1 tint_symbol) { computeMain_inner(tint_symbol.global_id); return; }