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DX11 Quetions about the subresources in DX11.

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I'm currently calculating my height map in a compute shader, which access the height map resource through writing to an UnorderedAccessView.

I'm wondering that how can I use this height map in my vertex shader to actually displace the vertices??(the map changes per frame)

If the UnorderedAccessView of an resource is modified, is the other sorts of view, and the corresponding buffer and texture also modified in the same time?

Or do I have to create a new texture each frame using the UAV?
and access that texture in the vertex shader??

Help~~

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The underlying resource will be updated when you modify the UAV and those changes will be usable from all other views.

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Thanks for your help, but I still have confusion.

I understand that Buffer is a type of resource, and texture is another.

So in order to use the height data I calculated in the Compute Shader, do I have to render the data to a new Texture and use it in the vertex shader? Or I just need to load the buffer in the vertex shader and use it directly??

I can also compute the data directly in my pixel shader, which could be directly used to displace the vertex..

Which is more efficient?? Someone help pls..

It seems that the compute shader runs even slower than the traditional pixel shader approach on my PC, which has a DX10-level card(the HDR demo in the SDK).. Is that normal?

[Edited by - shiqiu1105 on November 9, 2010 11:35:10 PM]

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