How can I manually set where the pixel ends up in the texture in PixelShaderFunction HLSL? Ideally I want the GPU to follow the next logic:
- Write pixels one by one in no particular order. Meaning whenever first pixel comes out, write it into the top left corner of the texture. Write second one to the right of the first one and the third one to the right of the first one, and so on.
- When you reach the end of the line - go to the next line.
- When you reach the end of the texture - drop all the remaining pixels.
Thanks.
I feel like I can do it by manually computing the needed position for my pixel at the vertex shader level. If I could understand better how the pixel positioning works I might be able to pull it out. If I have a render target 2000*4. How can I ensure at the vertex shader level that my pixel will end up in the second row?
What if my RenderTarget is a texture with height = 1 can I not bother computing the positions? Or do I risk loosing data via pixel merging? I am planning to draw nothing but long lines through the screen, one by one and clear the target in between.