I am trying to implement a compute shader (with DX11&SlimDX) to sort a list vertices based their depth (z-coordinates). In order to minimize the data traffics between CPU and GPU, I would like to do the sorting completely on GPU with a compute shader. Does anyone know a way to access the vertices and indices buffer from a compute shader? Does anyone even by chance know a sample HLSL implementation of a sorting algorithm? It is really hard to find anything other than trivial on Internet about compute shader. Any help would greatly appreciated.