RWTexture2D<uint> Values; | |
struct InputStruct { | |
float4 Position : SV_POSITION; | |
}; | |
[earlydepthstencil] | |
uint main(InputStruct input) : SV_Target { | |
uint oldVal; | |
InterlockedExchange(Values[uint2(input.Position.x, input.Position.y)], 1.0, oldVal); | |
return oldVal; | |
} |