'Fast local memory in GLSL shader
I'm developing a voxel octree raycaster on a compute shader using OpenGL. It turned out that my algorithm slows down in the calculation process due to the fact that I use a small array in which I store the structure of intermediate data, if you use a shared array for a local group, then the calculations are significantly accelerated, but this is not enough. such an array is allocated only for one group. Is there a way to optimize this?
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