I\'ve got a question regarding ComputeShader compared to PixelShader. I want to do some processing on a buffer, and this is possible both with a pixel shader and a compute shader, and now I wonder if
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 (&
I am wanting to write to a texture from my directX 11 compute shader. However I have no idea how to display this onto 开发者_如何学Pythonthe screen nor am I sure what sort of buffer I should be using
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 Au
I am trying some experiments in fractal rendering with DirectX11 Compute Shaders. The provided example runs on a FeatureLevel_10 device.