D3D11中,怎样在Pixel Shader中设置UAV

实际上绑在Output Merger上。通过方法ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViewsPractical Renderding\u0026amp;Computation with Direct3D11给的解释是:..., the UAV is actually bound to the pipeline in the output merger stage instead of the pixel shader stage. This is done so that ... any (resources) that will receive output from the pipeline are all bound for output from the pixel shader in the same method call. This also groups all possible pipeline output resources into a single pipeline stage, which somewhat simplifies the pipeline concept.
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@吕猫 的答案是正解。用OMSetRenderTargetsAndUnorderedAccessViews。


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