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How to access UAVs from any shader stage

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Hi,

i am trying to find concrete info about the Directx 11.1 feature:

Unordered access views can be accessed from any shader stage

 

 

https://msdn.microsoft.com/en-us/library/windows/hardware/dn653328(v=vs.85).aspx

 

The name of the feature seems to imply that it is not necessary to bind uavs from C++ side for

additional shaders once it is bound to one shader, but i cannot verify if i misunderstood this.

In that case what register(s) would be used for that sharing of the uav?

 

What i am trying to do is to use a uav/RWByteAddressBuffer written to in a compute shader directly in a vertex shader for vertex, color, texture data without mapping the results and unnecessarily transferring the data between GPU and CPU.

However, even if that would have to be done from C++, there would be no directx device method available such as:

 

dc->VSSetUnorderedAccessViews()

 

I also cannot use a constant buffer slot because the bind-flags uav and constant buffer together are not allowed.

 

Has anyone succesfuly done this and could enlighten me on how to do this?

Thank you


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