Attaches buffers to an FFT context and performs any required precomputations.
HRESULT AttachBuffersAndPrecompute( UINT NumTempBuffers, ID3D11UnorderedAccessView * const *ppTempBuffers, UINT NumPrecomputeBuffers, ID3D11UnorderedAccessView * const *ppPrecomputeBufferSizes );
Number of buffers in ppTempBuffers.
A pointer to an array of ID3D11UnorderedAccessView pointers for the temporary buffers to attach. The FFT object might use these temporary buffers for its algorithm.
Number of buffers in ppPrecomputeBuffers.
A pointer to an array of ID3D11UnorderedAccessView pointers for the precompute buffers to attach. The FFT object might store precomputed data in these buffers.
Returns one of the return codes described in the topic Direct3D 11 Return Codes.
Use the info in D3DX11_FFT_BUFFER_INFO to allocate raw buffers of the specified (or larger) sizes and then call the AttachBuffersAndPrecompute to register the buffers with the FFT object.
Although you can share temporary buffers between multiple device contexts, we recommend not to concurrently execute multiple FFT objects that share temporary buffers.
Some FFT algorithms benefit from precomputing sin and cos. The FFT object might store precomputed data in the user-supplied precompute buffers.