使用Load()从缓冲区中读取元素: float4 bufferData = g_Buffer.Load( 1 ); // 读取第二个元素 使用Stream-Output Stage把数据输出到缓冲区。 如果需要在缓冲区内包含结构体,使用StructuredBuffer。 Direct3D 11支持以下缓冲区类型,它们由ID3D11Buffer 接口封装:顶点缓冲区、索引缓冲区、常量缓冲区。
Buffer struct TBokeh { float2 Pos; float Radius; float4 Color; }; AppendStructuredBuffer<TBokeh> BokehStack: register( u0 ); AppendBuffer<float3> g_VertexOut : register(u1); 1. 2. 3. 4. 5. 6. 7. 8. 9. ConsumeStructuredBuffer ConsumeStructuredBuffer<float3> g_VertexIn : ...
如果需要更大的数组大小,可能需要尝试替代解决方案,例如Compute Buffer (StructuredBuffer),假设它们在目标平台上受支持。 缓冲 数组的替代方案是使用Compute Buffers,它在 HLSL 中被称为StructuredBuffer(它是只读的。或者还有RWStructuredBuffer用于读取和写入,但仅在像素/片元和计算着色器中受支持)。 至少还需要#pragma...
pShaderBlob->GetBufferSize(), NULL, &m_pForwardLightVertexShader ) );//ID3D11VertexShader* m_pForwardLightVertexShaderDXUT_SetDebugName( m_pForwardLightVertexShader,"Forward Light VS");//Create a layout for the object dataconstD3D11_INPUT_ELEMENT_DESC layout[] ={ {"POSITION",0, DXGI_F...
Buffer ByteAddressBuffer ConsumeStructuredBuffer InputPatch OutputPatch RWBuffer RWByteAddressBuffer RWStructuredBuffer RWTexture1D RWTexture1DArray RWTexture2D RWTexture2DArray RWTexture3D StructuredBuffer StructuredBuffer GetDimensions 載入方法 運算子[ Texture1D Texture1DArray Texture2D Texture2DArray Texture3D...
当引用RWStructuredBuffer时,为什么这个HLSL像素着色器不能编译? 如何在像素着色器HLSL中获取点的重心坐标 编写HLSL4 像素着色器以从 2Dtexture 执行查找 着色器图,纹理不循环 金属着色器未按预期工作 android上OpenGL ES中的漫反射照明着色器不工作 如何将此HLSL像素着色器校正为四边形的圆角?
ERR_INVALID_STRUCTURED_ELEMENT_SIZE 4599 結構化緩衝區專案大小無效。 它必須是指定目標中指定位元組的倍數,或者不能大於指定目標中的指定位元組。 ERR_MAX_ICB_REG_EXCEEDED 4600 已超過著色器的可編製索引常值。 著色器使用太多可編製索引的常值,因此請考慮使用較少的常數數位。 ERR_MAX_CBUFFER_SIZE_EX...
+// CHECK: %"class.hlsl::RWStructuredBuffer.9" = type { target("dx.RawBuffer", double, 1, 0) +// CHECK: %"class.hlsl::RWStructuredBuffer.10" = type { target("dx.RawBuffer", <4 x i16>, 1, 0) +// CHECK: %"class.hlsl::RWStructuredBuffer.11" = type { target("dx.RawBu...
The structured buffer element size is invalid. It must be a multiple of specified bytes in the specified target, or it can't be larger than the specified bytes in the specified target. ERR_MAX_ICB_REG_EXCEEDED 4600 The shader's indexable literal values were exceeded. The shader uses too...
I'm running into an issue where slang will generate invalid HLSL for the following snippet: struct Foo { float foo(int idx) { return 5.0f; } } struct WrappedBuffer<T, let D : int> { StructuredBuffer<T> buffer; int[D] shape; T get(int idx...