{"blog_url":"https://hanecci.hatenadiary.org/","image_url":null,"author_url":"https://blog.hatena.ne.jp/hanecci/","url":"https://hanecci.hatenadiary.org/entry/20140308/p3","title":" Using allow_uav_condition loop attribute in HLSL","version":"1.0","categories":["SHADER","DIY"],"width":"100%","type":"rich","author_name":"hanecci","provider_name":"Hatena Blog","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140308%2Fp3\" title=\" Using allow_uav_condition loop attribute in HLSL - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","description":"Reference URL RWTexture2D - read and write @ GameDev.net http://www.gamedev.net/topic/620793-rwtexture2d-read-and-write/ HLSL flow control @ msdn http://msdn.microsoft.com/en-us/library/windows/desktop/bb509602%28v=vs.85%29.aspx [Dx11] InterlockedAdd on floats in Pixel Shader - Workaround? @ GameDev\u2026","published":"2014-03-08 00:00:01","height":"190","provider_url":"https://hatena.blog","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0"}