Remarks. This system value is optional. The following illustration shows the relationship between the parameters passed to Dispatch, Dispatch(5,3,2), the values specified in the numthreads attribute, numthreads(10,8,3), and values that will passed to the compute shader for the thread-related system values (SV_GroupIndex,SV_DispatchThreadID,SV_GroupThreadID,SV_GroupID).
6/19/2015 · Pushing a constant number of draw calls (most empty) from the CPU side wastes lots of GPU performance (empty draws cost surprisingly much). We don’t need binding changes since we use virtual texturing (and all our mesh data is in a single big raw buffer). SV_ DrawId would obviously be mandatory.
COMING SOON: This coming sample will demonstrate how to use the features of OpenGL to offload the CPU in generating rendering work. It is slated to ship in the next update of the samples pack, a preview is provided at the APITest link on this page.