I am currently using one compute shader, which calculates everything, i can calculate all deferred lighting with stable cascaded shadow mapping in one pass. I am using UAV texture to save results.
Because UAVs are 5.0 only ( RWTextures, also i heard, they are somehow slow becuase it's doing some checks ... ), i am thinking of using screenquad. My question is, is screenquad faster and better solution ? Perhaps i was just overloaded with expectations that CS is cool and fast
Also i had a cool feel when i can control thread count but pixel shader works same right ? every pixel runs parallel ?
thank you for answers, opinions ;-)