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Thanks for the report! There are actually two issues here, one involves calling a function with a sampler parameter inside of a loop with a break in it, and the other is passing 0 and a loop-local variable to a sample intrinsic. Hopefully you've been able to work around this problem (you can pass .xyxy and bake the sampler into multiple ...
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I'm not an expert on this, but I believe you can get the SAL headers from downloading an updated windows SDK from MSDN.
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These are all of the states as defined in Binary\EffectStates11.h, try initializing all of them, I'm guessing perhaps the blend op isn't what you're expecting? Take a look at the definition of the g_rv* values to see what is valid, for example for BLENDOP, look at g_rvBLENDOP.
{ "AlphaToCoverageEnable", ...
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Does the disassembler disassemble your effect for you? I don't know if we did that work yet. You could try stepping into the blend state creation code and see if it thinks there are any blend state objects at around line 1208 of EffectNonRuntime.cpp
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I presume you're using the new Effects 11 runtime? Do you have the debug layer on? Does it say anything? There is a bug running on feature levels < 11 due to the fact that it always passes a class linkage object to create shader. Since you have the source code, you should be able to work around it until the next release...
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If you create a structured UAV, does it work then? I think at that point you'll be setting 32-bit values across the structured buffer, and that it will only look at the first element of the Values structure, but I'm not 100% certain.
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From someone on the runtime team:
Yes, you can use CopyStructureCount to copy the value to any buffer that you can then get back to the CPU and read the value of. (CopyStructureCount is also useful to get the count values into a buffer to be used as Dispatch/Draw*Indirect calls)
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Marking a value precise will ensure that any values used to calculate that value are also marked precise, including any values used in the surrounding flow control. If you just want the compiler to use mad instructions on your precise values, you can use the mad intrinsic. The compiler will avoid matching mad instructions for you because on some ...
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I'm not sure about the com errors you're getting, but I've asked someone else to look at those. As for getting spammed with uninteresting info messages, that's why info messages are off by default, and that's what muting is for. Go ahead and add message 321 to the mute message ID list in the DX control panel and just make sure ...
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We recently found a bug where writing to multiple components when indexing within an element of a group shared array can result in those writes disappearing due to an internal error in the compiler. In order to work around it you can do this:
float4 temp = m2[bOffset];
b[threadID.y][threadID.x].x = ...