Hello.
- I am writing Compute Shader. It uses InterlockedMin() and InterlockedMax() which ensure Min/Max value along multithreaded gpu. But it can only be used in Windows, doesn’t work on my Android build. So:
- Any equivalent to InterlockedMin/Max for OpenGL/Vulkan?
Thank you very much.
p/s: I am generating terrain.
atomicMin/Max is
required to ensurance the same result in any game session.
Hi! Both should work. I would suggest to file a bug report so that we could take a look.
Hello Aleksandrk.
Thank you for your reply.
My Android device is Google Pixel 5, with Snapdragon 765G and Android 13. So this problem may come from my device. It can run other features well except InterlockedMin/Max.
- For the error reporting, I don’t know how to generate error reporting from my android device.
- For a temporary workaround, I drop using the InterlockedMin/Max and guess the Min/Max my self. I ran many times, get an average number, then set it as a constant. If the “land generation configuration” be changed, the constant need to ve updated too, but it is the best choice right now.
Here’s a page that describes how to make a bug report: Unity QA: Building quality with passion
Doesn’t work for me on Oculus Quest build as well