passing buffer to compute shader in SharpDX Direct3D11

0

I am new with Direct3D11. I have a compute shader and I need pass an input buffer to it. I have found nothing on Internet about how to do that. When I create a ShaderResourceView object, there are an invalid argument error:

SharpDX.SharpDXException : 'HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments]'

My buffer declaration:

inputBuffer = new SharpDX.Direct3D11.Buffer(D3D11Device, new SharpDX.Direct3D11.BufferDescription
{
    BindFlags = SharpDX.Direct3D11.BindFlags.ShaderResource,
    CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.None,
    OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.BufferStructured,
    SizeInBytes = count * sizeof(uint),
    StructureByteStride = sizeof(uint),
    Usage = SharpDX.Direct3D11.ResourceUsage.Default,
});

Passing buffer to the shader:

ShaderResourceViewDescription bufferResourceDescription = new ShaderResourceViewDescription
{
    Dimension = ShaderResourceViewDimension.Buffer,
    Format = SharpDX.DXGI.Format.R32_UInt,
    Buffer = new ShaderResourceViewDescription.BufferResource() { ElementCount = outputBufferCount, ElementWidth = sizeof(uint) }
};
ShaderResourceView tilesResourceView = new ShaderResourceView(D3D11Device, inputBuffer, bufferResourceDescription); //error on this line
D3D11Context.ComputeShader.SetShaderResource(1, tilesResourceView);

The buffer declaration in the compute shader:

Buffer<uint> perTileLuminance : register(t1);

What I am doing wrong ?

c#
directx
direct3d
asked on Stack Overflow Mar 27, 2021 by HBC

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