This PR forces the external definition of SV_GroupID variables to 3-vectors. The conversion process between the shader-declared type and the external type happens in wrapped main IO variable conversion. The same applies to SV_DispatchThreadID and SV_GroupThreadID. Fixes: #1371
		
			
				
	
	
		
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			276 B
		
	
	
	
		
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			10 lines
		
	
	
		
			276 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
RWTexture2D < float4 > OutputTexture;
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// Test conversion between SPIR-V required uint3 group id, and sub-vec3 shader declaration.
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[ numthreads ( 8 , 8 , 1 ) ] 
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void main ( uint2 vGroupId : SV_GroupID ) 
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{ 
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    OutputTexture[ vGroupId . xy ] = float4(1.0, 0.0, 0.0, 1.0); 
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}
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