Hi,
i am trying to find concrete info about the Directx 11.1 feature:
Unordered access views can be accessed from any shader stage
https://msdn.microsoft.com/en-us/library/windows/hardware/dn653328(v=vs.85).aspx
The name of the feature seems to imply that it is not necessary to bind uavs from C++ side for
additional shaders once it is bound to one shader, but i cannot verify if i misunderstood this.
In that case what register(s) would be used for that sharing of the uav?
What i am trying to do is to use a uav/RWByteAddressBuffer written to in a compute shader directly in a vertex shader for vertex, color, texture data without mapping the results and unnecessarily transferring the data between GPU and CPU.
However, even if that would have to be done from C++, there would be no directx device method available such as:
dc->VSSetUnorderedAccessViews()
I also cannot use a constant buffer slot because the bind-flags uav and constant buffer together are not allowed.
Has anyone succesfuly done this and could enlighten me on how to do this?
Thank you