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What do you need to know about pixel shader stage?
Pixel shader output register components must be declared before they can be used; each register is allowed a distinct output-write mask. Use the depth-write-enable state (in the output-merger stage) to control whether depth data gets written to a depth buffer (or use the discard instruction to discard data for that pixel).
How to create scalar for pixel shader in Win32?
For instance, a pixel position should be marked with the SV_Position semantic. The IA stage can produce one scalar for a pixel shader (using SV_PrimitiveID); the rasterizer stage can also generate one scalar for a pixel shader (using SV_IsFrontFace).
When to use pixel shader when multisampling texture?
When multisampling a texture, a pixel shader is invoked once per-covered pixel while a depth/stencil test occurs for each covered multisample. Samples that pass the depth/stencil test are updated with the pixel shader output color.
What to do with depth data in pixel shader?
Use the depth-write-enable state (in the output-merger stage) to control whether depth data gets written to a depth buffer (or use the discard instruction to discard data for that pixel). A pixel shader can also output an optional 32-bit, 1-component, floating-point, depth value for depth testing (using the SV_Depth semantic).
How to create raw view to buffer in D3D11?
You can use the HLSL ByteAddressBuffer and RWByteAddressBuffer object types when you work with raw buffers. To create a raw view to a buffer, you must first call ID3D11Device::CreateBuffer with the D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS flag to create the underlying buffer resource.
Can you create a structured buffer in DirectX11?
There should be no problem with creating a structured buffer with dynamic usage, allowing you to use Map/Unmap. This is certainly allowed by the API. The only restriction is that you can’t use the NO_OVERWRITE map flag (prior to D3D11.1); you have to use DISCARD instead.