I'm trying to sample a image in the compute shader.
My code is
[numthreads(1, N, 1)]
void VertBlurCS(int3 groupThreadID : SV_GroupThreadID,
int3 dispatchThreadID : SV_DispatchThreadID)
{
float4 test = gDiffuseMap.SampleLevel(samAnisotropic,0,0);
gOutput[dispatchThreadID.xy] = test;
}
I'm getting one solid color.
What is wrong with my code?
gDiffuseMap
and is it properly bound according to a graphics debugger? Does the debug runtime for Direct3D give you any diagnostics? – Lars Viklund Feb 10 '16 at 12:23