Found a bug (as I think)
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Microsoft.Xna.Framework.Graphics.ShaderResourceCollection.SetResourceForBindingSlot(ShaderResource resource, Int32 bindingSlot, Boolean writeAccess, Boolean useSampler, Int32 bindingSlotForCounter)
at Microsoft.Xna.Framework.Graphics.EffectPass.SetShaderResources(Shader shader, GraphicsDevice device)
at Microsoft.Xna.Framework.Graphics.EffectPass.ApplyCompute()
Seems that it tries to bind resource on a 9'th slot of 8.

But I have less than 8 writable resources even with append counters. In my shader I have:
StructuredBuffer<particle_type> particle_types;
StructuredBuffer<uint> indirect_args;
RWStructuredBuffer<particle> particles;
AppendStructuredBuffer<particle_to_render> render_particles_transparency;
AppendStructuredBuffer<particle_to_render> render_particles_additive;
AppendStructuredBuffer<particle_to_render> render_particles_max;
And if I look into this._writeableResources I see not all the elements set, some have null values.

Btw: is there a better place to submit issues? Seems that issues are disabled at https://github.com/cpt-max/MonoGame
Found a bug (as I think)
Seems that it tries to bind resource on a 9'th slot of 8.
But I have less than 8 writable resources even with append counters. In my shader I have:
And if I look into this._writeableResources I see not all the elements set, some have null values.
Btw: is there a better place to submit issues? Seems that issues are disabled at https://github.com/cpt-max/MonoGame