Hello, i am working on shader development and would like to use something like a RWStructuredBuffer, currently i am trying an implementation to store data inside a texture and access with Tex2dFetch of the sampler of that texture and store data with a Tex2dstore with the storage of the texture.
I am running a compute shader wich uses works with multiple groups but would like to access the same RWStructuredBuffer, as i have it on HLSL code that is something like this code
void function(RWStructuredBuffer<uint> buffer)
{
for(int i = 0; i < 1000; i ++)
{
InterlockedMax(buffer[0], localBuffer[i];
}
}
Is there an equivalent to RWStrucutredBuffer or is there a way to store all my buffers from the different work groups and merge them into a single block of memory after all is executed?
Thanks