As far as I know, this is not possible at all.
What exactly are you trying to do? Perhaps there is another solution
EDIT :: Considering the comment. If all you want to do is general GPU vector computing, try doing them in a pixel shader and not in a vertex shader.
So, for example, let's say you want to make two vectors cross, first we need to write the data to the texture
Vector4 a = new Vector4(1, 0, 1, 1);
Vector4 b = new Vector4(0, 1, 0, 0);
Texture2D dataTexture = new Texture2D(device, 2, 1);
dataTexture.SetData<Vector4>(new Vector4[] { a, b });
So now we have a 2 * 1 texture with data that renders the texture just using spritebatch and effect:
Effect gpgpu;
gpgpu.Begin();
gpgpu.CurrentTechnique = gpgpu.Techniques["DotProduct"];
gpgpu.CurrentTechnique.Begin();
spriteBatch.Begin();
gpgpu.CurrentTechnique.Passes[0].Begin();
spriteBatch.Draw(dataTexture, new Rectangle(0,0,2,1), Color.White);
spriteBatch.end();
gpgpu.CurrentTechnique.Passes[0].End();
gpgpu.CurrentTechnique.End();
Now we need the gpgpu effect, which I showed above. This is just a standard shader post processor that looks something like this:
sampler2D DataSampler = sampler_state
{
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
float4 PixelShaderFunction(float2 texCoord : TEXCOORD0) : COLOR0
{
float4 A = tex2D(s, texCoord);
float4 B = tex2D(s, texCoord + float2(0.5, 0); //0.5 is the size of 1 pixel, 1 / textureWidth
float d = dot(a, b)
return float4(d, 0, 0, 0);
}
technique DotProduct
{
pass Pass1
{
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}
A B , B B - . ( )
Vector4[] v = new Vector4[2];
dataTexture.GetData(v);
float dotOfAandB = v[0];
float dotOfBandB = v[1];
!
, , :)