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Bounding Box with Compute Shader

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0x23    110

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 ;)


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Jason Z    6436

Also keep in mind that D3D 11.2 (which is currently restricted to Win8.1...) allows you to skip the staging resource and get access to the data directly.  That simplifies the process considerably, but the jury is still out regarding what kind of performance impact there is - if any at all.

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