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0x23

Member Since 23 Jun 2013
Offline Last Active Aug 07 2013 03:25 AM

Topics I've Started

Bounding Box with Compute Shader

01 August 2013 - 06:51 AM

Hello everybody,

 

I have a huge mesh on the GPU and want to compute its bounding box in a compute shader.

The implementation will be straight foreward with the  InterlockedMin/Max functions. My question is

how do I return the result (the bounding box) which consists of 6 float values to the CPU ?

 

Thank you in advance ;)

 


about Shader Arrays, Reflection and BindCount

23 June 2013 - 05:02 AM

Hi,

 

I have a question about DirectX 11. I wrote a shader containing an input array (RWTexture2D<float4> TextureOut[8]).

The shader reflection interface now tells me that there are 8 bind points with names like this

 

"TextureOut[0]"

"TextureOut[1]"

...

 

Since the D3D11_SHADER_INPUT_BIND_DESC structure contains a 'BindCount' field I had rather expected a single

resource binding with  the name 'TextureOut' and a BindCount of 8. Why do I get 8 seperate bindings with bind count 1 instead?

I now wonder what the BindCount field is actually for and in which scenario it is larger than one?

 

Can anyone demystify this aspect of directX for me? Unfortunately the documention isnt much of a help.

 


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