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initialize BC7_UNORM from buffer on GPU

    Question

  • I have some code that creates on the fly block-compressed textures on the GPU using AMP. What's the best way to copy this data into a valid SRV, ideally Usage=D3D11_USAGE_DEFAULT and BindFlags=D3D11_BIND_SHADER_RESOURCE, that can then be used when rendering a scene? Or even creating a mapped view into the texture that AMP can use to get data directly into the texture. This sounds easy, but I'm not having much success. The only way I got this to work so far is retrieving the buffer back in the CPU world and then calling UpdateResource() on the SRV texture. This is though overkill and impedes on performance. The data is already on the GPU, I'd like to avoid the roundtrip.

    Tuesday, May 13, 2014 7:18 AM

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  • I'll ask our DirectX guru to check this out.

    Matt Small - Microsoft Escalation Engineer - Forum Moderator
    If my reply answers your question, please mark this post as answered.

    NOTE: If I ask for code, please provide something that I can drop directly into a project and run (including XAML), or an actual application project. I'm trying to help a lot of people, so I don't have time to figure out weird snippets with undefined objects and unknown namespaces.

    Wednesday, May 14, 2014 12:48 PM
    Moderator