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You can also use bindless textures, but those are a recent-ish feature and aren't really present on older cards.
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# ¿ Jan 20, 2015 13:48 |
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# ¿ Apr 29, 2024 06:11 |
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OneEightHundred posted:How do you debug a compute shader in D3D if you're not rendering anything? AFAICT all of VS's graphics debugging stuff depends on frame capture, and it doesn't capture anything if a frame is never rendered. Try renderdoc. As an added bonus if it works, you can live edit your compute shader.
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# ¿ Apr 4, 2018 16:44 |
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Augh GPU time. I have a compute shader using a RWTexture2DArray that does: code:
Which works fine on a GTX 980, however on both a R480 and GTX 770 it does something along the lines of: code:
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# ¿ Oct 8, 2018 02:54 |
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D3D11, turns out the NAN stuff was a red herring and it was actually because I was reading and writing using a RWTexture2DArray for a cubemap. Turns out reading like that's fine on a 980 but breaks horribly in everything else (hurrah). Fixed by switching to doublebuffering and reading using a TextureCube and writing with a RWTexture2DArray.
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# ¿ Oct 9, 2018 17:12 |