Fix incorrect DispatchMesh group calculation in D3D12DynamicLOD sample #942
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fix AS dispatch logic in D3D12DynamicLOD sample
Previously, the CPU logic for dispatching the Amplification Shader incorrectly calculated the number of dispatches, as well as the instance
offsetandcountwhendispatchCountwas greater than 1.In particular, it did not take into account that each AS group processes
AS_GROUP_SIZE(32) instances, which could result in some thread groups being dispatched unnecessarily.This change introduces
instancesPerDispatchand correctly computes offset, count, and groupCount for each dispatch, ensuring each AS group processes exactly AS_GROUP_SIZE instances.To verify, you can temporarily reduce
c_maxGroupDispatchCount(for example, to 16 or 32), add more instances, and observe the results. In the previous implementation, instances were displayed incorrectly.