hlsl.groupid.comp 276 B

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  1. RWTexture2D < float4 > OutputTexture;
  2. // Test conversion between SPIR-V required uint3 group id, and sub-vec3 shader declaration.
  3. [ numthreads ( 8 , 8 , 1 ) ]
  4. void main ( uint2 vGroupId : SV_GroupID )
  5. {
  6. OutputTexture[ vGroupId . xy ] = float4(1.0, 0.0, 0.0, 1.0);
  7. }