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user3228706
  • Member for 4 years, 9 months
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OpenGL Compute Shader Shared Maximum
I guess my current thinking is I would not like to store each y in order to decide after all the work items have finished and would like to just have it swap out the y as the work items are run. This may not be the correct way to do it and I'm open to that. Regarding two work items producing the same x, in my application, that should be inconsequential which is decided to be the new maximum.
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