Original Post
Hi,
I've recently started using compute shaders, I understand the basics. I wrote a code for blurring 1D texture and it works. The problem is that now i want this texture to have 2k size. With 1k it was simple: Dispatch(1, 1, 1 ), [numthreads(1024, 1, 1)], SV_GroupThreadID for indexing. Maximum number of threads in group is 1024 so i must use two groups, but i'can't synchronize thread groups? Can someone explain how an algorithm for bluring 1d texture with 2 (or more) groups should look like (in compute shader)? Two passes?
TIA
Przemek
I've recently started using compute shaders, I understand the basics. I wrote a code for blurring 1D texture and it works. The problem is that now i want this texture to have 2k size. With 1k it was simple: Dispatch(1, 1, 1 ), [numthreads(1024, 1, 1)], SV_GroupThreadID for indexing. Maximum number of threads in group is 1024 so i must use two groups, but i'can't synchronize thread groups? Can someone explain how an algorithm for bluring 1d texture with 2 (or more) groups should look like (in compute shader)? Two passes?
TIA
Przemek