Question

I have a vertex buffer with an unordered access view, which I'm using to fill the vertices using a compute shader, which treats the UAV as a RWStructuredBuffer, using an equivalent struct to the vertex definition. There are 216000 vertices (i.e. 60 x 60 x 60). But my compute shader seems to fill only about 8000 of them, leaving the rest with their initial values. Is there a limit on the number of elements in a structured buffer that can be written in this way?

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Solution

As it turns out, if you turn on DirectX error-checking, assigning the UAV of a vertex buffer as a RWStructuredBuffer in the shader is considered to be an error. So although this actually works (for a limited number of vertices), it's not supported.

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