I'm trying to implement post processing in compute shaders and I've been having difficulty figuring out how I can read and write to the same UAV bound texture resource whose format is DXGI_FORMAT_R16G16B16A16_FLOAT. An RGBA8 format would not be an issue as far as I can tell, nor would it be an issue if I was reading from a different intput buffer.. but those are unfortunately 2 constraints that I have :)
I can't simply type it as RWTexture2D
I figured I'd have to use byte address buffers, but found this note on MSDN; "The UAV format bound to this resource needs to be created with the DXGI_FORMAT_R32_TYPELESS format.", but I need to operate on 64 bit granularity (so I only write to each "pixel" once.
Are there any good ways to do this?