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thecheeselover

Variable index

3 posts in this topic

Hi,

I am a beginner with hlsl and I'd like to know if you actually can do something like this, which is setting a global variable's index with another global scalar variable:

[CODE]
int t = 5;
float g[t];
[/CODE]

If you can't do something like this in hlsl, then can you change the array to a greater or lower number through xna?

Thank you [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
Thecheeselover
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Yes you can, just make sure you actually have a 5th element, otherwise you go out-of-bounds on your array and that = crash.

If you have an array that needs constant re-sizing or changing, look into STL Vector. Arrays are usually one time created and then you typically don't change it's size after creation, only change whats in the array.
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You can do something like this:

#define Global 5;

float g[Global];
int t = Global;
int z = Global;
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Arrays in HLSL need to have a length that is static at compile time. So in other words..
[code]
// You can do this...
static const uint ArraySize = 5
float Array[ArraySize];

// Or you can do this...
#define ArraySize 5
float Array[ArraySize];

// But you can't do this
uint ArraySize = 5;
float Array[ArraySize];
[/code]

Usually what you do, is you define the array to some maximum size and then set another variable to a value representing how many values to actually use from the array. Like this:
[code]
static const uint MaxValues = 5;
float Values[MaxValues];
uint NumValuesToUse;
[/code]

Just be careful...depending on the shader profile you use the compiler's ability to represent loops in shader assembly may be limited.
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