Tex Riddell

Results 33 comments of Tex Riddell

@tcorringham Related to comment about a fix for this issue [here](https://github.com/microsoft/DirectXShaderCompiler/issues/6223#issuecomment-1946924428): I think the correct fix for this is not to call `MergeGepUse` inside of `ReplaceUsesForLoweredUDT`. If merging is required,...

We should iterate users of AllocateRayQuery and reject any that aren't PHI, Select, or a RayQuery intrinsic at the appropriate handle argument.

As it turns out, the ID3D11Interface functionality is the only way to officially use dynamic resource indexing before SM 5.1 (FXC disallows explicit dynamic indexing in SM 5.0).  The assembly-based...

The problem is rooted in the use of `static` for the local variables. This is unnecessary, and it sets up a flag to track first entry into function predicating the...

The annotate handle was meant to be a replacement for the metadata for the driver, but never quite got that far. I believe the issue is one of restoring global...

This is something we could add in a future DXIL version, which might be a solution to your scenario. If it's added in a future version, you could add it...

> [@jenatali](https://github.com/jenatali), [@tex3d](https://github.com/tex3d), [@bogner](https://github.com/bogner) - are we at all likely to consider this important to do before SM 7.0? If not, is there any reason to keep this issue open...

Thanks for the report! This bug can be worked around if you use a different RayDesc structure instance for your TraceRayInline than you do for TraceRay. You can always assign...

@llvm-beanz > we don’t have any tests for them at runtime The shader5x HLK test does test these operations for D3D11, and we test them in DXIL by running that...