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2
questions
2
votes
0
answers
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Corrupt values when writing and reading from the same RWTexture2D in HLSL/DirectX?
I'm playing around with DirectX 12 ray tracing, and I'm trying to read and write data to a 32-bit RGBA floating point RWTexture2DArray within a DirectX 12 HLSL shader. I'm getting weird corruption/...
4
votes
1
answer
1k
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Register pressure in Compute Shader
I'm in the process of writing a Ray Tracer using DirectCompute / HLSL. First, eye rays are generated (one per pixel). Then, rays are traced, shaded and reflected in a loop. Also, shadow rays for each ...