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RWStructuredBuffer werid behaviour

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Hello All,

I am writing a compute shader that calculating Grid frustum for my tiled forwarding rendering demo using Directx12. However, I am having a very strange issue of writing results to my RWStructedBuffer with a Frustum type, where all planes of a frustum share the exactly the same plane information. (I am pretty sure I can correctly calculate the plane information for left, right, top, and bottom planes of a frustum.)

My Frustum structure declaration is the following:

struct Plane
{
    float3 N;   // Plane normal.
    float  d;   // Distance to origin.
};

// Four planes of a view frustum (in view space).
// The …

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