Texture2DArray is a shader model 4 thing. I don't believe you're using it on dx9.
If you are using shader model 4, then just use the function Load(4, 5).
Otherwise, for sm1,2,3, you can put the numbers you want, e.g. 4.0f and 5.0 into your vertex as normal texcoord data. Then have the pixel shader scale it by the size of the texture.
struct VertexInput {
float4 pos : POSITION;
float2 uv : TEXCOORD0; //0.0, 1.0, 2.0, 3.0, 4.0 etc
};
struct PixelInput {
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
PixelInput vsTex(VertexInput vtx)
{
PixelInput output;
float4 pos = vtx.pos;
output.position = mul(pos, MatWorld);
output.position = mul(output.position, MatView);
output.position = mul(output.position, MatProj);
output.uv = vtx.uv;
return output;
}
float4 PixelShader(PixelInput input) : SV_Target
{
float coords = pix.uv / float2(TEX_WIDTH, TEX_HEIGHT);
return tex = tex2D(mySampler, coords);
}
Where TEX_WIDTH, TEX_HEIGHT are passed in via the 'defines' parameter of D3DXCompileShader. And
OR: just do 4.0f/tex_width and 5.0/tex_height in software and just pass that number (which will be between [0.0f,1.0f] through to the pixel shader)