Places an unordered access view for the Compute Shader.
public:
void CSPlaceUnorderedAccessView(
UINT Slot,
const D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW *pDescriptor,
UINT64 Offset
)
Slot
Type: UINT
[in] The slot in which to place the unordered access view.
pDescriptor
Type: D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW *
[in] The binding descriptor for an unordered access view, as a pointer to a D3D11X_DESCRIPTOR_UNORDERED_ACCESS_VIEW structure.
Offset
Type: UINT64
[in] The offset at which to place the unordered access view.
CSPlaceUnorderedAccessView always loads a texture descriptor, even when a buffer descriptor is needed. A possible workaround is to call ID3D11DeviceContextX::SetFastResources with D3D11X_SET_FAST_CS_WITH_OFFSET | D3D11X_SET_FAST_TYPE_BUFFER_VIEW.
Header: Declared in d3d11_x.h.
Library: Use d3d11_x.lib.