2/15/2023 0 Comments Unpacking octgn image packs![]() Format conversion hardware is not available to simultaneously both read from and write to such other formats. You can use only a UAV to random access write to such other formats, or you can use only a Shader Resource View (SRV) to random access read from such other formats. For example, Direct3D 11 does not support simultaneously both reading from and writing to other, more useful formats, such as DXGI_FORMAT_R8G8B8A8_UNORM. ![]() However, Direct3D 11 supports simultaneously both reading from and writing to only the DXGI_FORMAT_R32_UINT texture format. It is also included in the 3DX NuGet package.ĭirect3D 11's Unordered Access View (UAV) of a Texture1D, Texture2D, or Texture3D resource supports random access reads and writes to memory from a compute shader or pixel shader. The D3DX_DXGIFormatConvert.inl header ships in the legacy DirectX SDK. To use these inline format conversion functions, include the D3DX_DXGIFormatConvert.inl file in your application. ![]() That is, you can perform in-place image editing. You can use these functions in your application to simultaneously both read from and write to a texture. The D3DX_DXGIFormatConvert.inl file contains inline format conversion functions that you can use in the compute shader or pixel shader on Direct3D 11 hardware.
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