I have a compute shader that generates a number of points which I then want to render via DrawIndirect. I understand how to generate and copy over the number of points and such (AppendStructuredBuffer -> CopyStructureCount -> DrawIndirectArgs buffer), but I don't understand how to bind the output from the compute shader (i.e. the AppendStructuredBuffer) to the input assembler so it can be drawn once I call DrawIndirect.
Do I have to create a separate vertex buffer, copy the output into that, and then bind and render that? Or is there a way to tell the assembler, here's a buffer, using a point topology, and then just send things down the pipeline like normal?