microsoft / microsoft/DirectXShaderCompiler

SamplerDescriptorHeap[sampIdx] cannot be used inside of texture.Sample(...)

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bug
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C++
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Description

The following is a sample from this document: https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_DynamicResources.html

Texture2D<float4> myTexture = ResourceDescriptorHeap[texIdx];
float4 result = myTexture.Sample(SamplerDescriptorHeap[sampIdx], coord);

But in practice (with the December 2021 release), doing this results in compilation errors:

MyShader.hlsl: error: no matching member function for call to 'Sample'
float4 result  = myTexture.Sample(SamplerDescriptorHeap[sampIdx], coord);
                   ~~~~~~~~~~~~~^~~~~~
note: candidate function template not viable: requires 3 arguments, but 2 were provided
note: candidate function template not viable: requires 4 arguments, but 2 were provided
note: candidate function template not viable: requires 5 arguments, but 2 were provided

Creating a separate SamplerState variable to store it and then using that works, casting within the Sample function like this also works:

myTexture.Sample(((SamplerState)SamplerDescriptorHeap[sampIdx]), coord);

Presumably some confusion between SamplerState and SamplerComparisonState, but since these use Sample() and SampleCmp() respectively, we might still expect it to just work.

Thank you for your time!

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Research direction

Start with the MyShader.hlsl reproducer from the DirectX HLSL dynamic-resources document and compile it using the December 2021 release. Investigate why SamplerDescriptorHeap[sampIdx] is rejected as the first argument to Sample while a separate SamplerState or explicit cast works; done means the documented two-argument form compiles successfully.

Written by the indexing model from the issue text.

Assessment

Domain
compilers, computer-graphics
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Clearly specified
Newbie friendliness
45/100

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