I am trying some experiments in fractal rendering with DirectX11 Compute Shaders.
The provided example runs on a FeatureLevel_10 device.
My RwStructured output buffer has a data format of R32G32B32A32_FLOAT
The problem is that when writing to the buffer, it seems that only the ALPHA ( w ) value gets written nothing else....
Here is th...
I've started using DirectX 11 Compute Shader technology for GP-GPU programming. I had written quite a complex program on HLSL and when I wanted to debug it, I realized that PIX utility from DX SDK August 2009 does not support Compute Shaders... I know that Nvidia is going to release Nexus for Visual Studio, which will support Direct Comp...
DirectX SDK Febuary 2010 download page has information about new features, including improvements in PIX with support of compute shaders analysis:
PIX has much-improved support for
analysis of programs that use Direct3D
11 features, including compute
shaders, tessellation, and dynamic
shader class linkage.
I was interested...
I am wanting to write to a texture from my directX 11 compute shader. However I have no idea how to display this onto the screen nor am I sure what sort of buffer I should be using to do this.
...
Is it possible to apply a filter to the geometry data that is to be rendered using Compute Shader and then use the result as an input buffer in the Vertex Shader? That would save me the trouble (&time) of reading back the data.
Any help is much appreciated.
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