public void Update(DX11RenderContext context)
        {
            if (this.FOutGeom.SliceCount == 0)
            {
                return;
            }

            if (this.generateShader == null)
            {
                this.generateShader = ShaderUtils.GetShader(context, "GenerateDispatch1D");
                this.dispatchBuffer = new DispatchIndirectBuffer(context);
                this.countBuffer    = new DX11RawBuffer(context.Device, 16);
            }

            if (!this.FOutGeom[0].Contains(context))
            {
                this.indirectDispatch = new DX11NullIndirectDispatcher();
                this.indirectDispatch.IndirectArgs = this.dispatchBuffer;

                DX11NullGeometry nullgeom = new DX11NullGeometry(context);
                nullgeom.AssignDrawer(this.indirectDispatch);

                this.FOutGeom[0][context]    = nullgeom;
                this.FOutCounter[0][context] = this.dispatchBuffer.RWBuffer;
            }

            var countuav = this.FInArgBuffer[0][context];

            context.CurrentDeviceContext.CopyStructureCount(countuav.UAV, this.countBuffer.Buffer, 0);

            this.generateShader.SetBySemantic("WARPSIZE", this.FInWarpX[0]);
            this.generateShader.SetBySemantic("COUNTERBUFFER", this.countBuffer.SRV);
            this.generateShader.SetBySemantic("RWDISPATCHBUFFER", this.dispatchBuffer.UAV);

            this.generateShader.ApplyPass(0);

            context.CurrentDeviceContext.Dispatch(1, 1, 1);
            this.generateShader.CleanUp();

            this.dispatchBuffer.UpdateBuffer();
        }