Hey Guys,
I started with compute shaders (watched vux’ workshop on youtube) but still struggle with it in practice.
I dispatched a shader with X1, Y1, Z1 and within the Shader set Numthreads[32,8,1]. My understanding is now that something like
OutputBuffer[tid.x * tid.y] = tid.x * tid.y;
Would result in an Int-Array with 256 entries, with every entry having its number inside it. It starts out well but then there are a lot of random looking zeroes inside the array. The go away when I increase Y in the dispatcher but I don’t understand why.
Help?