ShuffleUp.glsl 326 B

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  1. float Helper_ShuffleUp(float x, uint index, uint mask)
  2. {
  3. uint clamp = mask & 0x1fu;
  4. uint segMask = (mask >> 8) & 0x1fu;
  5. uint minThreadId = gl_SubGroupInvocationARB & segMask;
  6. uint srcThreadId = gl_SubGroupInvocationARB - index;
  7. return (srcThreadId >= minThreadId) ? readInvocationARB(x, srcThreadId) : x;
  8. }