Hi all!
I use in a compute shader the glsl function floatBitsToUint that pack a float into uint AND keep the relation order :
with 2 floats a and b with a>b then floatBitsToUint(a)> floatBitsToUint(b) as uint comparaison
The function i found in the cuda documentation __float2uint_XX doesn’t keep the relation order.
Is there another way to do this?