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ClearUnorderedAccessViewUint is slower than handcrafted shader, and does that works for all format?

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Hey Guys,

 

I have looked through the MSDN page about this function, and replaced my reset compute shader with this function. It did it job, and simplified my code by few lines. However for clearing a 192^3 R8 volume it takes 0.08ms, which only take 0.05ms if I use my compute shader.

 

So here comes my questions: what's the advantage of using this function over your own compute shader? Also it seems this function can handle all possible format with at most 4 32bit int clear value, what will happen if I use four 65535 as clear value to clean a R8 INT volume?

 

Thanks 


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