template texture object as function parameter in sm4+

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2 comments, last by zero_t98 11 years, 11 months ago
Hi,

In SM4 or above, we have


Texture Object (DirectX HLSL). Here is the syntax for creating all texture objects (except multisampled objects).
Object1 [<Type>] Name;

Suppose I want to write a function that takes a Texture2D parameter. What should the syntax look like?

Depends on the surface format, Texture2D could have many declarations like

Texture2D<int>

Texture2D<int2>

Texture2D<float>

Texture2D<float4> etc.

It is unrealistic to write functions for all possible combinations, say


MyFunc(Texture2D<int> tex2d)
MyFunc(Texture2D<int2> tex2d)
MyFunc(Texture2D<float> tex2d)
MyFunc(Texture2D<float4> tex2d)

ideally, I want something like
template<type>

MyFunc(Texture2D<type> tex2d){}

but it gives me errror message like
error X3000: syntax error: unexpected token 'template'

any idea? thank you very much for your help.
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You can't template functions in HLSL. The best that you could do is use macros, but that would be pretty ugly. So I'm afraid that you're out of luck on this one.
Will you ever need to call your function on ALL possible texture types? I don't believe. So every-time a need for a new type arises, add a new overload. That's about the best you can do, if you don't want a MACRO-hell. You'll have to hard-code them all.
hi pcmaster,

you raised a good point. and, I am writing a library for others to use. thus, I guess i have to handle all possiblities.

thank you,

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