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[DX12] Texture2DArray descriptor used in shader as Texture2D

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Hello,

 

I wonder if what I am doing is dangerous/non-portable...

 

In my program, all my texture descriptors are texture array descriptors (most of the time they are arrays of only one slice).

In shaders, I do not always use Texture2DArray but simply use Texture2D assuming that the first slice is used.

 

I did not see any warning, glitch or problems but I know that usually means nothing and that kind of stuff needs to be verified.

 

So... Is it bad? Like crossing the streams?

 

Thanks!


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