Thank you all. After some time I realized that I just didn't understand HLSL implicit conversions and that was general problem for me. ;)
For example, if I want to get "raw" float16 value, I must set RT format to R16G16B16_FLOAT (simplest way) or R32G32B32_UINT (in this case, the value is stored in the LSB).
And if want to send the value via semantic (to another shader), I just have to set its type to uint. Then, the f32tof16 intrinsic works as I want it to work.
AlarynMember Since 08 Mar 2011
Offline Last Active Oct 28 2012 01:45 PM
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