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SV_GroupIndex

The "flattened" index of a compute shader thread within a thread group, which turns the multi-dimensional SV_GroupThreadID into a 1D value. SV_GroupIndex varies from 0 to (numthreadsX * numthreadsY * numThreadsZ) – 1.

Type

Type
uint

 

Remarks


SV_GroupIndex = SV_GroupThreadID.z*dimx*dimy + 
                      SV_GroupThreadID.y*dimx + 
                      SV_GroupThreadID.x


where dimx and dimy are the dimensions specified in the numthreads attribute for the entry point.

This system value is optional. However, its use ensures that a thread only writes to its assigned region of memory in the groupshared variable.

The following illustration shows the relationship between the parameters passed to ID3D11DeviceContext::Dispatch, Dispatch(5,3,2), the values specified in the numthreads attribute, numthreads(10,8,3), and values that will passed to the compute shader for the thread-related system values (SV_GroupIndex,SV_DispatchThreadID,SV_GroupThreadID,SV_GroupID).

Illustration of the relationship between Dispatch, thread groups, and threads

This function is supported in the following types of shaders:

VertexHullDomainGeometryPixelCompute
x

 

See also

Shader Model 5

 

 

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