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About meirivry

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  1. I don't need to read a pixel value at a descrete location but rather to sample at a relative location (in the same manner TEXCOORD is used in VS and PS). Is it enough to unbind the SRVs and UAVs after each iteration or do I need to dispose them and create new ones each time?
  2. OK. What if I create 2 textures and I run my compute shader several times: First time texture#1 is passed as SRV, and texture#2 as UAV. Second time texture#1 is passed as UAV, and texture#2 as SRV. Third time texture#1 is passed as SRV, and texture#2 as UAV. and so on... every call the compute shader I switch the two texture roles. Will that work?
  3. BTW, my Texture was created with MipLevels = 1. I call SampleLevel method with level=0 and I think I don't have to worry about mipmapping.
  4. So, what you're saying is that it is possible to load the same texture in twice as a UAV and SRV at the same time. Right?
  5. Hi, I have a 2D texture buffer that I use on a compute shader. I nead read access to it using SampleLevel method and a write access to it. Since SampleLevel is defined for Texture2D buffer and not for RWTexture2D - using it as UAV only is not an option. Can I use the same texture as Unordered Access View and as Shader Resource Views simultaneously on the same compute shader? Thanks, Meir.
  6. Thanks. It's a good idea . I rendered to it and it works fine!
  7. Thanks for the prompt response. Is there a way to do that on the GPU. I'm creating the target texture with the following Texture Description (SlimDX / D3D11): [color=blue]var targetDesc = [color=blue]new [color=#2b91af]Texture2DDescription { BindFlags = [color=#2b91af]BindFlags.RenderTarget | [color=#2b91af]BindFlags.ShaderResource, Format = [color=#2b91af]Format.B8G8R8A8_UNorm, Width = 500, Height = 500, MipLevels = 1, SampleDescription = [color=blue]new [color=#2b91af]SampleDescription(1, 0), Usage = [color=#2b91af]ResourceUsage.Default, OptionFlags = [color=#2b91af]ResourceOptionFlags.Shared, CpuAccessFlags = [color=#2b91af]CpuAccessFlags.None, ArraySize = 1, }; If I add UnorderedAccess to the BingFlags in the above description I get "invalid parameter" exception when creating the texture. So, I cannot create a UAV for target texture. With no UAV I cannot create a Compute Shader to do the work. Tx, Meir.
  8. Hello, I have two 2D texture resources with the same dimension (500 X 500). The first one with B32G32R32A32_Float format. The second with B8G8R8A8_UNorm and is used Render Target. I want to copy the first one to the second one with format conversion. My underline aim is to render the first texture by Copying it to the render view texture Without using the graphics pipeline. It is possible? Is there another way of doing it? Tx, Meir.
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