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Using Texture in Vertex Shader Error
I am trying to sample a texture inside a Metal vertex shader. Receiving the following error: "AGX: AGX: Texture read/write assertion failed: depth > 0" Setup for rendering: ` MTLSamplerDescriptor *samplerDesc = [MTLSamplerDescriptor new]; samplerDesc.normalizedCoordinates = YES; samplerDesc.rAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.sAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.tAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.minFilter = MTLSamplerMinMagFilterNearest; samplerDesc.magFilter = MTLSamplerMinMagFilterNearest; samplerDesc.mipFilter = MTLSamplerMipFilterNotMipmapped; id ss = [device newSamplerStateWithDescriptor:samplerDesc]; [ commandEncoder setVertexSamplerState : ss atIndex : 0 ]; [ commandEncoder setVertexTexture : l_Texture_Height_Field atIndex : CTI_Gradient ]; Vertex` Shader: `vertex PVertex vertexShader_mkali ( uint vertexID [ [ vertex_id ] ], constant Vertex3D *vertexArray [ [ buffer ( CVI_Vertices ) ] ], constant vector_uint2 *viewportSizePointer [ [ buffer ( CVI_ViewportSize ) ] ], constant shader_Data_mkali &vertex_Shader_Data [ [ buffer ( CVI_ShaderData ) ] ], texture2d < float > heightTexture [ [ texture ( CTI_Gradient ) ] ], sampler smp [ [ sampler ( 0 ) ] ] ) { PVertex outVertex; float2 l_Point = vertexArray [ vertexID ].position.xy; l_Point.x = mkali_noxstep( -1.0, 1.0, l_Point.x ); l_Point.y = mkali_noxstep( -1.0, 1.0, l_Point.y ); float4 l_Texture_Heightfield = heightTexture.sample ( smp, l_Point ); outVertex.position = float4 ( vertexArray [ vertexID ].position + float3 ( l_Texture_Heightfield.x, 0.0, 0.0 ), 1.0 ); outVertex.color = float4 ( 1.0, 0.5, 0.0, 1.0 ); outVertex.size = 30; return outVertex; }` Anybody have any ideas? thank you, Nikki
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Oct ’22
Using Texture in Vertex Shader Error
I am trying to sample a texture inside a Metal vertex shader. Receiving the following error: "AGX: AGX: Texture read/write assertion failed: depth > 0" Setup for rendering: ` MTLSamplerDescriptor *samplerDesc = [MTLSamplerDescriptor new]; samplerDesc.normalizedCoordinates = YES; samplerDesc.rAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.sAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.tAddressMode = MTLSamplerAddressModeClampToEdge; samplerDesc.minFilter = MTLSamplerMinMagFilterNearest; samplerDesc.magFilter = MTLSamplerMinMagFilterNearest; samplerDesc.mipFilter = MTLSamplerMipFilterNotMipmapped; id ss = [device newSamplerStateWithDescriptor:samplerDesc]; [ commandEncoder setVertexSamplerState : ss atIndex : 0 ]; [ commandEncoder setVertexTexture : l_Texture_Height_Field atIndex : CTI_Gradient ]; Vertex` Shader: `vertex PVertex vertexShader_mkali ( uint vertexID [ [ vertex_id ] ], constant Vertex3D *vertexArray [ [ buffer ( CVI_Vertices ) ] ], constant vector_uint2 *viewportSizePointer [ [ buffer ( CVI_ViewportSize ) ] ], constant shader_Data_mkali &vertex_Shader_Data [ [ buffer ( CVI_ShaderData ) ] ], texture2d < float > heightTexture [ [ texture ( CTI_Gradient ) ] ], sampler smp [ [ sampler ( 0 ) ] ] ) { PVertex outVertex; float2 l_Point = vertexArray [ vertexID ].position.xy; l_Point.x = mkali_noxstep( -1.0, 1.0, l_Point.x ); l_Point.y = mkali_noxstep( -1.0, 1.0, l_Point.y ); float4 l_Texture_Heightfield = heightTexture.sample ( smp, l_Point ); outVertex.position = float4 ( vertexArray [ vertexID ].position + float3 ( l_Texture_Heightfield.x, 0.0, 0.0 ), 1.0 ); outVertex.color = float4 ( 1.0, 0.5, 0.0, 1.0 ); outVertex.size = 30; return outVertex; }` Anybody have any ideas? thank you, Nikki
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Oct ’22