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?
Create a unordered access view for the vertex buffer ID3D11UnorderedAccessView
ID3D11UnorderedAccessView
Assign it to the CS by:
ID3D11UnorderedAccessView *uavs[] = {pUnorderedAccessView}; UINT offsets[2] = {0}; m_pd3dImmediateContext->CSSetUnorderedAccessViews( 0, 1, uavs, offsets);