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错误X8000:D3D11内部编译器错误:无效字节码:操作码#86的操作数#1的操作数类型无效(计数从1开始)

我和我的教练/实验室助理一样难以理解.

出于某种原因,以下HLSL代码在输出窗口中返回:

error X8000 : D3D11 Internal Compiler error : Invalid Bytecode: Invalid operand type for operand #1 of opcode #86 (counts are 1-based).
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这是导致问题的HLSL中的函数:

// Projects a sphere diameter large in screen space to calculate desired tesselation factor
float SphereToScreenSpaceTessellation(float3 p0, float3 p1, float diameter)
{
float3 centerPoint = (p0 + p1) * 0.5f;

float4 point0 = mul( float4(centerPoint,1.0f) , gTileWorldView);

float4 point1 = point0;
point1.x += diameter;

float4 point0ClipSpace = mul(point0, gTileProj);
float4 point1ClipSpace = mul(point1, gTileProj);

point0ClipSpace …
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c++ hlsl opcode operand

8
推荐指数
1
解决办法
1663
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c++ ×1

hlsl ×1

opcode ×1

operand ×1