// shader-cache-multiple-entry-points.slang [shader("compute")] [numthreads(4, 1, 1)] void computeA( uint3 sv_dispatchThreadID: SV_DispatchThreadID, uniform RWStructuredBuffer buffer) { var input = buffer[sv_dispatchThreadID.x]; buffer[sv_dispatchThreadID.x] = input + 1.0f; } [shader("compute")] [numthreads(4, 1, 1)] void computeB( uint3 sv_dispatchThreadID: SV_DispatchThreadID, uniform RWStructuredBuffer buffer) { var input = buffer[sv_dispatchThreadID.x]; buffer[sv_dispatchThreadID.x] = input + 2.0f; } [shader("compute")] [numthreads(4, 1, 1)] void computeC( uint3 sv_dispatchThreadID: SV_DispatchThreadID, uniform RWStructuredBuffer buffer) { var input = buffer[sv_dispatchThreadID.x]; buffer[sv_dispatchThreadID.x] = input + 3.0f; }