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DX11 SET COMPUTE SHADER IMAGE

Sets a read-only image (texture) resource that can be accessed by the specified compute shader.
You can bind up to 64 different image and buffer resources for read access by a compute shader. These will use registers t0 through t63.
Take note that textures and buffers share the same register slots, thus setting a buffer to slot 1 followed by setting a texture to the same slot will overwrite the previously set buffer.
You can unbind textures by specifying nullptr as the image argument; this is neccessary if the same image is bound by the same shader as a RW image since a resource cannot simultaneously be bound for
read-only and write access (you can read from the read/write resource as the name suggests though).
Read-only images are declared like so in HLSL:
`Texture2D TextureName : register(t?)`
where ? ranges between 0 and 63.

Syntax

    DX11 SET COMPUTE SHADER IMAGE shader, slot, image

Parameters

    shader

> Dword
> The compute shader to set the image resource for.

    slot

> Dword
> The shader register slot to bind the image to. The valid range is 0 through 63. Take note that buffer resources use the same register slots.

    image

> Dword
> The image (texture) to bind to the specified slot of the given compute shader. Set to nullptr to remove a previously bound texture / buffer from the given slot.

Returns

This function does not return a value.

See also

DIRECTCOMPUTE Functions Menu
DX11 Function Categories