Hi,
Looks like DXC does not complain when using non compile-time constant offsets with Texture.Load, but my understanding is that it should?
eg. http://shader-playground.timjones.io/7a66a2a01b6e6522fce6fef5ed312678
For equivalent code, FXC reports either
error X3527: texture access must have literal offset and multisample index or
error X4566: offset texture instructions must take offset which can resolve to integer literal in the range -8 to 7
It is kind of related to #2562 I suppose, I had the same issue with code that could be valid if the loop was unrolled, but DXC didn't unroll it, and then it crashed in the driver during the PSO creation on AMD (with DX12).
Hi,
Looks like DXC does not complain when using non compile-time constant offsets with Texture.Load, but my understanding is that it should?
eg. http://shader-playground.timjones.io/7a66a2a01b6e6522fce6fef5ed312678
For equivalent code, FXC reports either
error X3527: texture access must have literal offset and multisample indexorerror X4566: offset texture instructions must take offset which can resolve to integer literal in the range -8 to 7It is kind of related to #2562 I suppose, I had the same issue with code that could be valid if the loop was unrolled, but DXC didn't unroll it, and then it crashed in the driver during the PSO creation on AMD (with DX12).