#ifndef CREATE_PER_VERTEX_DEFORMATION_WORKLOAD_HLSL_ #define CREATE_PER_VERTEX_DEFORMATION_WORKLOAD_HLSL_ ///////////////////////////////////////////////////////////////////////////////// RWByteAddressBuffer outFramePerVertexWorkload; uint totalDeformedMeshesCount; ///////////////////////////////////////////////////////////////////////////////// [numthreads(128, 1, 1)] void CreatePerVertexDeformationWorkload(uint tid: SV_DispatchThreadID) { if (tid >= totalDeformedMeshesCount) return; MeshFrameDeformationDescription md = frameDeformedMeshes[tid]; for (int i = 0; i < md.meshVerticesCount; ++i) { int outVertexIndex = i + md.baseOutVertexIndex; outFramePerVertexWorkload.Store(outVertexIndex * 4, tid); } } #endif // CREATE_PER_VERTEX_DEFORMATION_WORKLOAD_HLSL_