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Question by Ziddon · Sep 14, 2020 at 03:02 AM · compute shadermemory usage

ComputeBuffer-Can multiple Indices of compute shader modify the same index???

Hello my friends!

I'm having a problem with using too much memory in my dynamic mesh creation >_< Part of my algorithm computes lots and lots and lots of Booleans.

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As far as I can tell though, the smallest blittable data type I can send back and forth between the processor and gpu is 4 bytes. (int, for example).

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So I'm thinking...well, if I could find a way in my compute shader to modify the first index of my ComputeBuffer on multiple SV_DispatchThreadIDs, I could store 32 of my booleans in a single int with a few bit shifts and Bitwise Operations!

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Is such a thing possible???

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If not, does anyone have any tricks for getting the most out of those 4 byte chunks?

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(I also had the thought of packing the data the way I described after reading the memory back from the ComputeBuffer. But, I would still be temporarily using some big chunks of memory).

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For anyone curious there is a different trick I've found. I can set up a struct on the cpu as bytes public struct test_struct { public byte value1; public byte value2; public byte value3; public byte value4; }
Then in the compute shader as an integer struct test_struct { int value; }; And by bit shifting by 8 spaces I can assign 4 different values into a single integer.
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