File: hlsl.structbuffer.floatidx.comp

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struct sb_t
{
    float4 color;
    uint2  threadId;
};

RWTexture2D<float4> outtx;
ConsumeStructuredBuffer<sb_t> csb : register(u1);
RWStructuredBuffer<float4> rwsb;

[numthreads(1, 1, 1)]
void main(uint3 nThreadId : SV_DispatchThreadID)
{
    sb_t data = csb.Consume();
    float2 coord = float2(data.threadId.xy);
    outtx[coord] = data.color;

    rwsb[coord.x] = rwsb.Load(coord.y);
}