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Hi,
What's the efficient access pattern for the following dx11 memory types in compute shader:
Buffer
RWBuffer
Texture2D
RWTexture2D
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.
Thanks!
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Hi,
Could anyone answer this question? I think It's really important and basic for dx11 shader programming.
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Hi Intel guys,
Could anyone answer my question please??? I've got no answer, even a reply until now!
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Hi there,
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!
Mary T.
Support Community Manager
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Hi Mary,
Thanks for your reply. Could you explain the meaning of "peer-to-peer" here? I'm little understand.
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Hi Mary,
Have you found someone can answer my questions? Thanks.
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