I'm trying to copy part of one structured buffer into part of another structured buffer. The buffers are described by different structure types.
D3D11_BOX srcbox = {sizeof(FLOAT), 0, 0, sizeof(FLOAT) + sizeof(UINT), 1, 1};
g_pd3dDC->CopySubresourceRegion(drawing.buf2, 0, 2 * sizeof(FLOAT), 0, 0, drawing.buf1, 0, &srcbox);
To get around this I had to hammer out some compute shader code which checks if the thread ID is 0, etc... it isn't pretty. It's either that, or create another compute shader which ONLY copies one thing, which I think would be inefficient, but maybe I'm wrong.
Is this another bizarre HW limitation or am I just doing it wrong?
Thanks,
Seth