David Gonzalez Martin be2de1d672 Render a texture
2024-11-10 08:48:46 -06:00

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RWStructuredBuffer<uint64_t> data;
[numthreads(32, 16, 1)]
void CSMain(uint3 dti : SV_DispatchThreadID)
{
data[dti.x] = WaveActiveBallot(WaveActiveAnyTrue(dti.x == 0));
data[dti.y] = WaveActiveBallot(WaveActiveAllTrue(dti.y == 0));
data[dti.z] = WaveActiveBallot(WaveActiveAllEqualBool(dti.z == 0));
data[dti.z] = WaveActiveBallot(WaveActiveAllEqual(dti.z));
}