I am unable to read depth buffer from compute shader.
I am using this in my hlsl code.
Texture2D<float4> gDepthTextures : register(t3);
// tried this.
//Texture2D<float> gDepthTextures : register(t3);
// and this.
//Texture2D<uint> gDepthTextures : register(t3);
// and this.
//Texture2D<uint4> gDepthTextures : register(t3);
And doing this to read the buffer.
outputTexture[dispatchThreadId.xy]=gDepthTextures.Load(int3(dispatchThreadId.xy,0));
And I am detaching depth buffer from render target.
ID3D11RenderTargetView *nullView[3]={NULL,NULL,NULL};
g_pImmediateContext->OMSetRenderTargets( 3, nullView, NULL );
Still I am getting this error in output.
*D3D11 ERROR: ID3D11DeviceContext::Dispatch: The Shader Resource View dimension declared in the shader code (TEXTURE2D) does not match the view type bound to slot 3 of the Compute Shader unit (BUFFER). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #354: DEVICE_DRAW_VIEW_DIMENSION_MISMATCH]*
This is how I am creating shader resource view.
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory( &descDepth, sizeof(descDepth) );
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_R32_TYPELESS;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil );
if( FAILED( hr ) )
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = DXGI_FORMAT_D32_FLOAT;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
if( FAILED( hr ) )
return hr;
// Create depth shader resource view.
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc,sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
srvDesc.Format=DXGI_FORMAT_R32_UINT;
srvDesc.ViewDimension=D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip=0;
srvDesc.Texture2D.MipLevels=1;
hr=g_pd3dDevice->CreateShaderResourceView(g_pDepthStencil,&srvDesc,&g_pDepthSRV);
if(FAILED(hr))
return hr;
I have tried all the formats mentioned here in combination with the hlsl texture formats float, float4, uint, uint4 with no success. Any idea?