HLSL registers used for StructuredBuffers?

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2 comments, last by KaiserJohan 6 years, 7 months ago

I need to bind a shader resource as a structured buffer. Textures (t#) and constant buffers (b#) are listed as expected but not StructuredBuffers? I've looked at https://msdn.microsoft.com/en-us/library/windows/desktop/dd607359(v=vs.85).aspx and it still puzzles me - what is the register type used for Structured Buffers in HLSL? 

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t# are used for SRV's, which includes Textures, StructuredBuffers, ByteAddressBuffer, etc...
u# are used for UAV's.
b# are used for CB's (CBV's in D3D12).

Oh I see. Cheers.

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