ShuffleUp.glsl 355 B

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  1. float Helper_ShuffleUp(float x, uint index, uint mask, out bool valid)
  2. {
  3. uint segMask = (mask >> 8) & 0x1fu;
  4. uint minThreadId = gl_SubGroupInvocationARB & segMask;
  5. uint srcThreadId = gl_SubGroupInvocationARB - index;
  6. valid = int(srcThreadId) >= int(minThreadId);
  7. float v = readInvocationARB(x, srcThreadId);
  8. return valid ? v : x;
  9. }