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Shader's function parameters performance...


opengldirectxglslshaderhlsl

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HLSL color bleeding when using a texture atlas...


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For a very niche project: how to pass a C# class to a Compute Shader and get out multiple 2d float a...


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If statement doesn't return a value on all paths...


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Read groupshared variables back to cpu memory...


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Running Shaders in DXIL...


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How to "fully bind" a constant buffer view to a descriptor range?...


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What is the difference between a constant buffer and a read only structured buffer?...


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XNA + Pixel Shader Difficulties...


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How to copy the RTV output to the side of a cubemap?...


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Vertex Shader - Pixel Shader linkage error Despite Matching Input/Output...


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how to create texture for modelmesh?...


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Unable to figure out StructuredBuffers in DirectX11...


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Monogame + HLSL Fisheye Vertex Shader...


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HLSL 'optimizing' used variable...


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Discarding pixels in ps_2_0?...


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GLSL (WebGL) equivalent for RWTexture2D<float4>...


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Accessing Index buffer in shaders (Directx 11)...


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Textures do not get accessed properly in pixel shader (DirectX11)...


shaderdirectx-11hlslpixel-shader

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SV_PrimitiveID and primitives in direct3D 11...


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one int variable works as an array index but another one doesn't...


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HLSL odd behaviour adding/subtracting small numbers...


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branch less float comparison in HLSL...


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Using cbuffer without specifying a register...


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What am I doing wrong when trying to assign a value in hlsl?...


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Exiting after N threads in a compute shader...


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Specifying push constant block offset in HLSL...


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Direct3D12 - which RootSignature takes precedence?...


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CreateComputeShader returns E_INVALIDARG when using doubles...


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Is it possible to write to a non 4-bytes aligned address with HLSL compute shader?...


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