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Append/Consume Structured Buffers

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I have two Compute Shaders. The first one appends an arbitrary number of elements to a buffer and the second one should consume elements as long as there are some left. But how can I get the number of elements in that buffer? I have tried GetDimensions() but this method only seems to return the maximum number of elements possible.

I would really appreciate your help.

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[quote name='Waterlimon' timestamp='1306864294' post='4817955']
Maybe you could use a variable that holds the lenght of the buffer and incremented by the thing that adds data to the buffer and decremented when some is removed?
[/quote]

Thanks for the reply. That's something I want to avoid, because there must be some kind of counter used by the gpu that should be accessable in an "easy" way (at least in a perfect world).

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You need to use the ID3D11DeviceContext::CopyStructureCount() method to get the count into a buffer. You can then bind that buffer (or copy the value to another suitable constant buffer) to a pipeline stage such as the compute shader to get the value in HLSL, or map the value back to the CPU if you need it there.

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[quote name='Jason Z' timestamp='1306873072' post='4818005']
You need to use the ID3D11DeviceContext::CopyStructureCount() method to get the count into a buffer. You can then bind that buffer (or copy the value to another suitable constant buffer) to a pipeline stage such as the compute shader to get the value in HLSL, or map the value back to the CPU if you need it there.
[/quote]

Thanks :)

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