Shuffle.glsl 431 B

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  1. float Helper_Shuffle(float x, uint index, uint mask, out bool valid)
  2. {
  3. uint clamp = mask & 0x1fu;
  4. uint segMask = (mask >> 8) & 0x1fu;
  5. uint minThreadId = $SUBGROUP_INVOCATION$ & segMask;
  6. uint maxThreadId = minThreadId | (clamp & ~segMask);
  7. uint srcThreadId = (index & ~segMask) | minThreadId;
  8. valid = srcThreadId <= maxThreadId;
  9. float v = $SUBGROUP_BROADCAST$(x, srcThreadId);
  10. return valid ? v : x;
  11. }