I tried the codes below TestScene0

RWTexture2D<uint>		OutDBuffer32;
RWTexture2D<uint>		OutVBuffer32;
.
.
.
void WritePixel(...)
{
	.
	.
	.
	uint OldDepthValue = 0;
	InterlockedMax(OutDBuffer[PixelPos], DepthInt, OldDepthValue);
	if(OldDepthValue < DepthInt)
	{
		OutVBuffer[PixelPos] = PixelValue;
	}
}

TestScene0

Still have the problems. Some pixels are flikering.