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Member Since 04 Nov 2005
Offline Last Active May 02 2012 11:56 PM

Posts I've Made

In Topic: Using the same texture buffer as SRV and UAV simultaneously on the same compu...

27 April 2012 - 12:04 AM

I think one resource cannot be input and output at the same time.

If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with NULL.

Guess you will need put the result in the shared memory and do the filtering yourself.

In Topic: Need a little help on understanding backbuffer/surface relationship

25 April 2012 - 02:08 AM

You can render to the back-buffer. It is the back-buffer be stretched to the front-buffer if the back-buffer and the front-buffer are not compatible. If they are compatible, the back-buffer becomes the front-buffer, and the ex-front-buffer is put into the swapchain.

In Topic: What will happen when shaders meet textures?

24 April 2012 - 09:58 PM

Let's put it another way. My card has 16 x 9 SIMD units and 4 x 9 texture mapping units (and I wonder if the 2 "x 9"s have same meaning). Can I say that one SIMD group have 4 texture mapping units? If so, when the group is executing one sampling instruction, how the texture mapping units are used? If not, how will they do the job?