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#ActualBacterius

Posted 27 April 2012 - 03:39 AM

I literally mean to load the texture two separate times, and set one as a UAV, and one as an SRV.

Yes, of course, as said in the quote, you can duplicate the texture and use it both as an SRV and a UAV, the idea is that you can't use the same resource (object). You can use two textures because they are different resources even if they happen to contain the same data.

But  why would you want to? You can read from an UAV. I can't think of a situation where you would need the same texture in both places (rather, I can imagine when you'd need to have a read-only version of the texture as SRV and a blank UAV to write your results).

If you need to chain compute shaders multiple times you can swap the SRV and UAV at each step, but it needs to be done properly (if you don't unbind stuff in the right order the runtime will screw it up and leave you with one texture bound and the other dangling).

#1Bacterius

Posted 27 April 2012 - 03:37 AM

I literally mean to load the texture two separate times, and set one as a UAV, and one as an SRV.

Yes, of course, you can duplicate the texture and use it both as an SRV and a UAV, the idea is that you can't use the same resource (object). You can use two textures because they are different resources even if they happen to contain the same data.

But  why would you want to? You can read from an UAV. I can't think of a situation where you would need the same texture in both places (rather, I can imagine when you'd need to have a read-only version of the texture as SRV and a blank UAV to write your results).

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