1
votes

I am trying to modify the contents of a Vertex Buffer using a Compute Shader.

The problem is I don't know how to make the Vertex Buffer available to the Compute Shader, how I should bind it.

Is it possible?

1

1 Answers

1
votes

Create a unordered access view for the vertex buffer ID3D11UnorderedAccessView

Assign it to the CS by:

ID3D11UnorderedAccessView *uavs[] = {pUnorderedAccessView};
UINT offsets[2] = {0};
m_pd3dImmediateContext->CSSetUnorderedAccessViews( 0, 1, uavs, offsets);