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DX12 Binding Texture2D to Texture2DArray in the shader

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Hi guys!

In a lot of samples found in the internet, people when initialize D3D12_SHADER_RESOURCE_VIEW_DESC with resource array size 1 would normallay set its dimension as Texture2D. If the array size is greater than 1, then they would use dimension as Texture2DArray, for an example.

If I declare in the shader SRV as Texture2DArray but create SRV as Texture2D (array has only 1 texture) following the same principle as above, would this be OK? I guess, this should work as long as I am using array index 0 to access my texture?

Thanks!

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That'd be undefined behavior. It might work on some hardware, it might not on others. The view dimension declared in the shader and descriptor must match.

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