DirectX12 Draw Auto replacement

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1 comment, last by thelastusername 7 years, 11 months ago

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.

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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.

ResolveQueryData worked out in the end, making sure everything is barriered properly was the most difficult part.

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