I understand there's a limitation in HLSL shader model 5.0 where one cannot load data from a non-scalar typed RWTexture2D resource. That is to say, the following is illegal:
RWTexture2D<float4> __color;
float4 c = __color[PixelCoord]; // error here
So what exactly is the workaround? I'm trying to accumulate into a float4 buffer in a compute shader, like so:
c = computeColor( ... );
__color[PixelCoord] += c;