Fix depth transfer thread dispatch count for runtime compiled shader

This commit is contained in:
cdozdil
2026-04-26 21:14:08 +03:00
parent ff60080aa9
commit bb47e0f97e
@@ -7,7 +7,7 @@ Texture2D<float> SourceTexture : register(t0);
RWTexture2D<float> DestinationTexture : register(u0);
// Shader to perform the conversion
[numthreads(512, 1, 1)]
[numthreads(16, 16, 1)]
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
float srcColor = SourceTexture.Load(int3(dispatchThreadID.xy, 0));