I have a procedural 3D texture generated in a calculation. I want to update a specific small part of the texture only (for example, the lower right corner). It seems unnecessary to send all thread groups when only a small group of texels needs to be recalculated. Is there a way for me to send a small range with an offset?
D3D12 only seems to support:
void Dispatch ( UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ )
Where I want to go:
void Dispatch ( UINT ThreadGroupStartIndexX, UINT ThreadGroupCountX, UINT ThreadGroupStartIndexY, UINT ThreadGroupCountY, UINT ThreadGroupStartIndexZ, UINT ThreadGroupCountZ )
Is it possible?
Edit: I realize that I can pass an offset to the shader and calculate it with the offset that it contains. However, I am curious to know if there is native support for doing it directly from the API.