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It really depends on the individual compiler. The GPU vendor is responsible for the compiler as part of their driver, so it's really a total crapshoot as to how things get optimized, and you would need vendor-specific tools (if available) to get the compiled shader and disassemble it. If the GLSL is compiled to SPIR-V (i.e. for Vulkan) then you can at least ...


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First of all, I don't think you need volatile or memory barriers if you're just using atomic operations. Atomic operations are always supposed to be atomic regardless. However, having everything accumulate directly into one (or a small number) of atomic variables is not advisable because there will be too much contention on those few memory locations, thus ...


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