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So apparently tex2D is still supported in HLSL shaderModel 6.0 so why does doing something like the following produce validation errors:

float myFloat = tex2D(MySampler, In.texCoord).w;

It does not like tex2D, if I make a Texture2D MyTex variable 1st then do MyFloat = MyTex.Sample(MySampler, In.texCoord).w; validation is fine.

Of course I have disables validation with /Vd and dxc spits out a compiled file but no .asm when specified, dxc also tends to jam up with tex2D usage....

I have tried compilation with multiple versions of dxc.exe

Any ideas?

Thanks

Sixjac
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