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Compute Shader compile error from Texture3D.Sample()

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I'm trying to sample a 3D noise texture that I generate elsewhere and pass to my ComputeShader. However, when compiling the following, all I get is "Shader error in 'DensityGenerator.compute': cannot map expression to cs_5_0 instruction set at DensityGenerator.compute(14) (on d3d11)". I really haven't got a clue where to start with this. It [looks right][1] and the only way to get it to compile is to comment out line 14 (noiseVol.Sample(), specifically). What obvious bug have I missed? #pragma kernel Density Texture3D noiseVol; SamplerState samplerNoiseVol; RWStructuredBuffer voxels; [numthreads(32,32,1)] void Density (uint3 threadId : SV_DispatchThreadID, uint3 groupId : SV_GroupID) { int size = 32; int3 voxPos = threadId; // Just rename this for the sake of clarity float density = 0;//-voxPos.y; density += noiseVol.Sample(samplerNoiseVol, voxPos, 0).z; voxels[voxPos.x + voxPos.y*size + voxPos.z*size*size] = density; } [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509695(v=vs.85).aspx

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