Accessing DX11 AppendStructuredBuffer

hello everyone.

I am writing some indices within a compute shader into an AppendStructuredBuffer. (these indices are used to access another buffer and serve as a filter)

Now I want to access these indices in a further computeshader. The problem is that I dont know how many indices are written into the appendbuffer every frame. At the moment I am using the copycounter/readback nodes to get the count of appended indices and set the Dispatcher for the next compute shader accordingly.
Unfortunately this is very unperformant because of the readback.

Is there a way to access the current data in the AppendStructuredBuffer without dynamically setting the Dispatcher Threads? Do I have to utilize DispatchIndirect? And if yes - how?

Thanks alot!

i don’t think setting dynamically dispatch threads is a good idea, i think it should be set to maximum expected count in the begining.
i think u have something called resource info or something like that, that gives u count.

uint count,dummy;
sbQuad.GetDimensions(count,dummy);

that shuld help u

thanks antokhio!

unfortunately this doesn’t work.
GetDimensions on the AppendSB always outputs the maximum count I used to setup the dispatcher, also if the number of appended data per frame is much lower.

could you provide a small example patch?

here is an example patch that depicts the problem.
essentially it is the indirectlookup patch contained in the dx11 girlpower package.

indirectlookup.zip (6.5 kB)

no one? :)

well i just got a driver crash when i run it

hm and can you open

or is this also crashing?

that one is allright

and is this crashing?

indirectlookup.zip (6.4 kB)

yep crash… no text …

ok then i don’t know whats wrong with it.

can you (or anyone here) provide a working example where a compute shader accesses all elements that got appended in a previous compute shader?

i don’t think that GetDimensions is a solution for this problem.

would like to know this too

+1… no text …

Dispatch indirect girlpower example in github now, will be available for next release, planned rather soon.

sweeeeet… no text …

thanks alot!