What's the best way to go about displaying an image calculated in a compute shader to the screen? Is it possible to write directly to a render target from the compute shader? Or would you have to write the results to a 2D UAV texture, then somehow swap that into the back buffer? I suppose writing to a RWTexture2D<float4> is the way to go, but how exactly would you set up the swap chain for this?
The only way I can get it working right now is to write into a 2D UAV texture, then render a rectangle to activate the pixel shader, which then reads from the texture and writes those values to the render target. Obviously, I would like to avoid this method because it requires unnecessary switching between the compute shader and pixel shader, which impacts performance.
Edited by NotTakenSN, 06 February 2013 - 11:01 PM.