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Latest ComputeShader Activity
Can't figure out how to read back data from an AppendStructuredBuffer in a compute shader in UE5.2.
I have this simple shader which fills an AppendStructuredBuffer with 1s:
AppendStructuredBuffer<int> OutputAppendBuffer;
[numthreads(THREADGROUPSIZE_X, THREADGROUPSIZE_Y, THREADGROUPSIZE_Z)]
voi…
What ^ @joej said. But I'll add a personal axiom that if it's atomic and it's not an index or a counter … you probably need to think again. It applies to all atomics but Compared (min/max) atomics (like an atomic ray-hit distance) are the more obvious example of how atomics can become problems in h…
Hi! Guys! Recently,I am trying to write a PBR pipeline in my DirectX12 app.And I use compute shader to generate irradiance IBL , specular IBL and BRDF Lut before app running. Although the app spent much time to initialize,the app can run well. But after I run the app several times, when I run my ap…
(This Image is What I want to implement)
I am attempting Post Processing using Compute Shader to implement Light Shaft for multiple Spot Lights in the DX12 framework.
The first thing I tried was the method at the following link:https://gitlab.com/tomasoh/100_procent_more_volume/-/blob/master/shaders/…
Thanks, this made it a lot clearer for me
It looks like the compiler is choking because of that ‘blendedBiome’ buffer that you declared as a local variable, but didn't initialize. You either need to assign a valid buffer to that variable, or make it a global if you intend it to be an additional bound buffer for your dispatch.
You may have a look at this method if you are using D3D11:
ID3D11DeviceContext::ResolveSubresource
@AndreyVK_D3D Hi Andrey,
Thank you so much for answering my question. Yes, your solution works and I also tried this in my code to work around this problem. I think what I don't understand is why my Plane structure declaration not work as well as typedef float4 Plane. Would that be a driver issue? I…