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12 行
562 B
12 行
562 B
#pragma kernel ClearDispatchIndirect
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer
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[numthreads(64, 1, 1)]
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void ClearDispatchIndirect(uint dispatchThreadId : SV_DispatchThreadID)
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{
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 0] = 0; // ThreadGroupCountX
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 1] = 1; // ThreadGroupCountY
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 2] = 1; // ThreadGroupCountZ
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}
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