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If you could use imageLoad/Store to do atomic operations, there would be no need for atomic operations as a distinct class of operations. So no, you can't. There is no correct set of barriers or other properties that will allow this to work generally the way atomic operations do.


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You should be able to use RWTexture3D. The hlsl documentation page about RWTexture2D also has sample code that you might find useful.


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I've used imageStore as part of compute shaders doing surface extraction. I've only ever used it in compute shaders, to store the calculated data in a texture to be consumed by another shader - I know it's possible to do imageStore in a fragment shader as well but I haven't come across a use case for it yet. I also haven't used imageLoad at all, since ...


1

No. When you use image load/store, you don't get to play "texture" games like playing with the border color, doing filtering on values, etc. You are fetching a texel from a particular location. If you want this, you will have to detect the out-of-bounds access and choose to substitute an alternate value. You can query the image's size, so it should ...


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