Please do! I would love to read about it. I have been playing with GPU hash tables shared between all the threads using locking (Interlocked.CompareExchange) and such in a Compute Shader. I have been wondering if there are better ways than locking.
3 karma · joined February 13, 2020
program: #include <iostream>
using namespace std;
int main(int argc, char argv) { float s = 165 * 1.40; cout << s << endl; }
output: ./floats 231