Original Post
Hi, "Writing to Mips in Compute Shader" Is this possible? For now I'm rendering to a texture, and then use CopySubresourceRegion() in order to generate mips in realtime. This whole process -> 2048x1024, 1024x512 ... down to 2x1 resolution. (under 0.3ms but I might have to do it around 3-6 times per frame) My version has a very similar speed compared to GenerateMips(). I really think a ComputeShader version would be considerably faster, especially bcz I could write 4+ mip levels at once. Microsoft doc says you have to index RWTextures with an int2. But what if I use and out-of-bounds int2. Will it let me access the mip levels? They must be somewhere around in memory :) Can I cast an RWTexture into a RAW buffer and access all of it (including mip levels?) http://msdn.microsoft.com/en-us/library/ee422380%28VS.85%29.aspx Tks [Edited by - OctavianTheFirst on March 2, 2010 5:29:14 PM]