Anyone have an idea on how to implement DX11's draw auto in DX12? I need to bind a Stream-out from a Geometry shader as a Vertex Buffer, but not sure whats the best way to to fill in the arguements for the ExecuteIndirect. I'm guessing I'll have to use a Compute shader to generate that, but I'd like to avoid that if possible.
DirectX12 Draw Auto replacement
I guess you'd use ID3D12GraphicsCommandList::ResolveQueryData with D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0 to copy the SO counter into your own buffer, which you could then use with draw indirect.
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