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HLSL is the High-Level Shading Language, used to author shaders for use with Direct3D, and cross-compilable to SPIR-V. Use this tag for questions which are specifically about shaders written in this language. For generic shader questions use [shader] instead.

2 votes
1 answer
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R16_FLOAT, SampleCmp and CheckFormatSupport

I want to use PCF shadow map on my d3d11 app. My shadow map is an R16_FLOAT texture. When I use SampleCmpLevelZero it didn't give a correct result. After enabling debug layer, it shows: The Shader …
ACskyline's user avatar
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1 vote
Accepted

R16_FLOAT, SampleCmp and CheckFormatSupport

Because I was using the CheckFormatSupport wrong. The second parameter is supposed to be an input. Here is what it should be like. bool Renderer::InitRenderer(HWND hwnd) { if (!InitD3D11App(hwnd …
ACskyline's user avatar
  • 115