// probe.comp - the compute path's own check (R3D_VK_PROBE=1): every float in the buffer times // the parameter, so a readback proves the dispatch, the bindings and the GPU-owned buffer. layout(local_size_x = 64) in; layout(set = 0, binding = 0) uniform Params { uint count; float mul; } pr; layout(set = 0, binding = 1) buffer Data { float v[]; } data; void main() { uint i = gl_GlobalInvocationID.x; if (i >= pr.count) { return; } data.v[i] = data.v[i] * pr.mul; }