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DX11 Sampling a texture in a domain shader [Cg]

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Hi,
 
This question pertains specifically to using NVidia Cg with DX11.
 
I'm trying to write a simple terrain tesselation shader that tesselates a quad patch and applies a heightmap in the domain shader for vertex displacent. I'm passing in the heightmap as a 2D texture and using the following line to sample the texture.
 
pos.z = tex2D(heightmapTexture, texUV).r;

 

But this doesn't compile and I get the following error.

 

error C1115: unable to find compatible overloaded function "Sample(sampler2D, float2)"
Is this the correct syntax for sampling a texture in the domain shader, or is this not currently supported?
 
Thanks.

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I don't really know Cg, but if tex2D is equivalent to what it was in older HLSL then you can't use it anything except for a pixel shader. This is because it uses screen-space gradients to automatically select the mip level, and gradients can only be computed in a pixel shader. Try using tex2Dlod, or whatever the Cg equivalent is for a function that lets you manually specify the mip level.

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This is because it uses screen-space gradients to automatically select the mip level, and gradients can only be computed in a pixel shader. Try using tex2Dlod

 

Interesting. I knew you couldn't use tex2D in all the stages but didn't know the reason why. I believe I already tried tex2Dlod, but I'll give it another shot. 

 

Thanks for replying.

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Hmm.. at first I thought that using tex2Dlod worked, but now I get this compile error instead.

 

error C1115: unable to find compatible overloaded function "SampleLevel(sampler2D, float2, float)"
Edited by 2square

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It seems that for tex2Dlod, you'd have to use float4 for 'texUV' //=================================================================== sampler2D samp; float4 tex2Dlod(sampler2D samp, float4 s)// s.w selects the mipmap level //=================================================================== http://http.developer.nvidia.com/Cg/tex2Dlod.html //=================================================================== And it says at the bottom that your GPU must support the vp40 profile. If you have a decent video card this should not be a problem. I suspect a lot of laptops might not support this.

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Yes, I did use a float2 when using tex2D and a float4 when using tex2Dlod. My graphics card is a AMD 7970. I also tried it on a GTX 480. Still no luck. 

 

Sorry for the delayed response, I was away for sometime.

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