Search code examples
directxshaderhlsl

HLSL min16float fails to compile


I have a shader:

float4 Test_PixelShader(float2 inTex:TEXCOORD,
                uniform int    mode          ):COLOR
{
   if(mode) // half
   {
      min16float2 t=(min16float2)inTex;
      min16float2 r=1;
      for(int i=0; i<256; i++)
      {
         r+=t*r;
      }
      return float4(r.x, r.y, mode, 1);
   }else
   {
      float2 t=inTex;
      float2 r=1;
      for(int i=0; i<256; i++)
      {
         r+=t*r;
      }
      return float4(r.x, r.y, mode, 1);
   }
}
#define TECHNIQUE5(name, vs, ps)   technique11 name{pass p0{SetVertexShader(CompileShader(vs_5_0, vs)); SetPixelShader(CompileShader(ps_5_0, ps));}}
TECHNIQUE5(Test , Draw_VertexShader(), Test_PixelShader(0));
TECHNIQUE5(Test1, Draw_VertexShader(), Test_PixelShader(1));

Which I'm compiling using:

#define FLAGS_DX11    (D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY|D3DCOMPILE_OPTIMIZATION_LEVEL3|D3DCOMPILE_NO_PRESHADER)
D3DCompile(data.data(), data.elms(), null, d3d_macros.data(), &Include11(src), null, "fx_5_0", FLAGS_DX11, 0, &buffer, &error);

Compilation fails, and the only error message I get is:

warning X4717: Effects deprecated for D3DCompiler_47

No errors, just a warning, yet the shader blob is null.

However if I replace all min16float2 with float2, then compilation works OK.

How to get min16float working?

I've read the https://gpuopen.com/first-steps-implementing-fp16/ article, and it mentions it should work OK.

Do I need to use https://github.com/microsoft/DirectXShaderCompiler instead of D3DCompile from Win10SDK?

I have Windows 10, using latest Windows SDK


Solution

  • Looks like it fails because Microsoft abandoned "fx_*" targets, and have to use "vs/ps" targets instead.