I try to make a deferred renderer in D3D11 with FEATURE_SET 10.0 (or max 10.1). I thought that I won't implement my deferred combine shader and SSAO shader in a pixelshader but using ComputeShader (no need to draw a quad, shared memory, and so on). But I've just found out that there is no way to bind a texture as an output of the compile shader when using CS_4_0 profile. Is that right? No texture output support? (RWTexture2D and there is no support for UAV to write to textures). My plan was to use the input textures (world space normals, diffuse, depth, etc.) compute the lighting stuff and output it into a texture that can be later used to draw it onto a screen quad and show it on the screen. Any expecrience or useful advice?
Thanks in advance.