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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/...
2
votes
1
answer
479
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Is it possible to bind dynamic texture samplers to a shader in DX12?
So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's ...