What's the efficient access pattern for the following dx11 memory types in compute shader:
For my understanding, data in Buffer and RWBuffer is arranged in row major order. Compared to them, Texture 2D and RWTexture is in tiling order. So they has different access pattern. But I can't find offical docs to approve my opinion and give a detailed description.
I will try to find someone for you. This is a peer-to-peer only so I'm so sorry for the lack of response. But let me see if I can find someone for you. Thanks!
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