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Why not use CUDA or DirectCompute?<br />
Rasterization<br />
— Splatting convex edges, splatting corners<br />
Setup Draw Call parameters from GPU<br />
— Also in DirectCompute<br />
A (tiny) bit easier to integrate with graphics app<br />
RWStructuredBuffer WSCornerBuffer;<br />
uint uPos = WSCornerBuffer.IncrementCounter();<br />
WSCornerBufferRead[uPos].Color = float3(1,0,0);<br />
pd3dDeviceContext->CopyStructureCount(pCountBuffer,4,m_WSCornerBufferUAV);<br />
pd3dDeviceContext->DrawIndexedInstancedIndirect(pCountBuffer,0);