Hi.
I’m trying to use Texture Sampler in Compute Shader,
but the error code “E_NOTIMPL” is returned from D3DX11CompileFromFile().
OS: Windows 7 64 bit Ultimate
CPU: Xeon W3530
CUDA version: 3.2
GPU: GTX470
DirectX version: 11
The following is my HLSL code.
ByteAddressBuffer src0 : register(t0);
ByteAddressBuffer src1 : register(t1);
RWByteAddressBuffer dst : register(u0);
Texture2D<float> InputTexture : register(t2);
SamplerState LinearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
[numthreads(1, 1, 1)]
void CSMain(uint3 DTid : SV_DispatchThreadID)
{
float p=0.0;
float2 coord;
coord.x = (float)DTid.x;
coord.y = (float)DTid.y;
p += asfloat(InputTexture.Sample(LinearSampler, coord));
dst.Store(DTid.x*4, asuint(p) );
}
What is causing this error?
Code, hlsl compiler version, GPU version?
Or, we cannot use texture sampler in ComputeShader?
Please help me.
Thanks in advance!