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-rw-r--r--ComputeShaders/zeroMemory.hlsl27
1 files changed, 27 insertions, 0 deletions
diff --git a/ComputeShaders/zeroMemory.hlsl b/ComputeShaders/zeroMemory.hlsl
new file mode 100644
index 0000000..c486636
--- /dev/null
+++ b/ComputeShaders/zeroMemory.hlsl
@@ -0,0 +1,27 @@
+RWBuffer<float> result: register( u0 );
+
+cbuffer Constants: register( b0 )
+{
+ uint elements: packoffset( c0.x );
+}
+
+// Thread group index is 16 bits per coordinate:
+// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-dispatch
+// We want this shader to support buffers up to 2 GB.
+#ifndef THREADS
+static const uint THREADS = 512;
+#endif
+#ifndef ITERATIONS
+static const uint ITERATIONS = 128;
+#endif
+
+static const uint itemsPerGroup = THREADS * ITERATIONS;
+
+[numthreads( THREADS, 1, 1 )]
+void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
+{
+ uint rdi = group.x * itemsPerGroup;
+ const uint rdiEnd = min( rdi + itemsPerGroup, elements );
+ for( rdi += thread; rdi < rdiEnd; rdi += THREADS )
+ result[ rdi ] = 0.0;
+} \ No newline at end of file