Love2D 12 compute shaders 101: Hashing Drawables

Last time we looked at Love2D 12 compute shaders and basic synchronization primitives to coordinate threads within a work group, each accessing the same four values - a true content bounds (TCB) box - and expanding it if neccessary. Today, let’s push synchronization further by coordinating a single outcome for the entire shader run: a hash of the contents of a texture. Like TCB, content hashing is…