Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

[DX12] Compute shader will not compile with MinMax sampler

$
0
0
Hello guys, I would like to use MinMax filtering (D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT) in compute shader. I am trying to compile compute shader (cs_5_0) and encounter an error: "error X4532: cannot map expression to cs_5_0 instruction set". I tried to compile the shader in cs_6_0 mode and got "unrecognized compiler target cs_6_0". I do not really understand the error as cs_6_0 is supposed to be supported. According to MSDN, D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT should "Fetch the same set of texels as D3D12_FILTER_MIN_MAG_MIP_POINT and instead of filtering them return the maximum of the texels. Texels that are weighted 0 during filtering aren't counted towards the maximum. You can query support for this filter type from the MinMaxFiltering member in the D3D11_FEATURE_DATA_D3D11_OPTIONS1 structure". Not sure if this is valid documentation as it is talking about Direct3D 11. D3D12_FEATURE_DATA_D3D12_OPTIONS does not seem to provide this kind of check. Direct3D device is created with feature level D3D_FEATURE_LEVEL_12_0 and I am using VS 2015. Thanks!

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>