I tracked this down to the dispatch calls passing in 0 threads:
RunComputeShader( pContext, m_pTryModeG10CS, pSRVs, 2, pCBCS, pErrBestModeUAV[0], uThreadGroupCount / 4, 1, 1 );
should be:
RunComputeShader(pContext, m_pTryModeG10CS, pSRVs, 2, pCBCS, pErrBestModeUAV[0], __max(uThreadGroupCount / 4, 1), 1, 1);
__max() should be added to subsequent calls to RunComputeShader as well. This already exists for BC7, but not BC6H.
Comments: ** Comment from web user: walbourn **
RunComputeShader( pContext, m_pTryModeG10CS, pSRVs, 2, pCBCS, pErrBestModeUAV[0], uThreadGroupCount / 4, 1, 1 );
should be:
RunComputeShader(pContext, m_pTryModeG10CS, pSRVs, 2, pCBCS, pErrBestModeUAV[0], __max(uThreadGroupCount / 4, 1), 1, 1);
__max() should be added to subsequent calls to RunComputeShader as well. This already exists for BC7, but not BC6H.
Comments: ** Comment from web user: walbourn **
Actually, this was already fixed for the January 2014 release made on January 24th. Update to a newer version of the DirectXTex. Quite a number of fixes have gone in since then. See [Version History](https://directxtex.codeplex.com/wikipage?title=Version%20History)
*January 24, 2014*
* Added sRGB flags for Compress (TEX_COMPRESS_SRGB*)
* Added 'compress' flag parameter to GPU versions of Compress [breaking change]
* __Minor fix for potential rounding problem in GPU Compress__
* Code cleanup (removed DXGI_1_2_FORMATS control define; ScopedObject typedef removed)
* Dropped VS 2010 support without the Windows 8.1 SDK (removed USE_XNAMATH control define)