在 HLSL 计算着色器中是否有等同于 gl_LocalInvocationIndex 的东西?

Is there an equivalent to gl_LocalInvocationIndex in a HLSL compute shader?

还是需要自己计算?我在 HLSL 计算着色器中找不到内置全局变量的参考。

这应该是 SV_GroupIndex,正如 msdn 中描述的那样:

The "flattened" index of a compute shader thread within a thread group, which turns the multi-dimensional SV_GroupThreadID into a 1D value. SV_GroupIndex varies from 0 to (numthreadsX * numthreadsY * numThreadsZ) – 1.

SV_GroupIndex = SV_GroupThreadID.z*dimx*dimy + 
                  SV_GroupThreadID.y*dimx + 
                  SV_GroupThreadID.x

MSDN Documentation Link