DirectX 11 - Compute shader: Writing to an output resource
I've just started using the Compute shader stage in DirectX 11 and encountered some unwanted behaviour when writing to an output resource in the Compute shader. I seem to get only zeroes as output which, to my understanding, means that out-of-bound reads has been performed in the Compute shader. (Out-of-bound writes results in no-ops) Creating the Compute shader components Input resources First I create an ID3D11Buffer* for input data. This is passed as a resource when creating the SRV used for input to the Compute shader stage. If the input data never changes then we could release the