Hey Guys,
Is the following code effectively the same:
```
uint uSampleDepth = inputTex.Load(i3CurrentUVIdx, int2(i, 0));
uint uSampleDepth = inputTex.Load(i3CurrentUVIdx + int3(i, 0, 0));
```
They produce exactly the same result, but if you put the first one inside a dynamic loop, the hlsl compiler will complain:
warning X3582: texture access must have literal offset and multisample index, forcing loop to unroll...error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (1024 iterations)
I understand you can't put inputTex.Sample(...) inside dynamic loop, but why Load with offset will cause the same error?
Also what's the difference between specify offset in Load call and apply offset to first param?
Thanks