I'm making a renderer using SM6.6's directly indexed heaps, and I can't get direct indexing to work in a compute shader. It works in vertex, mesh, and pixel shaders, but when used in a compute shader, any reads from the buffers of interest return zeros. The indices are definitely correct, as they work in other shader stages, and on Nvidia cards in compute shaders.
Can anyone confirm if they have had similar issues, or if the drivers are known not to support this use-case? Or is this supposed to work?
If not, Is there a DirectX feature support flag that I can query for this? The only one I can find is a flag for support for directly indexed heaps at all, not compute-specific restrictions.
Thanks!
Update:
I made a small, reproducible example from Microsoft's ExecuteIndirect sample here: https://github.com/panthuncia/D3D12ExecuteIndirect