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authorsriramm-nv <85252063+sriramm-nv@users.noreply.github.com>2024-04-18 14:12:04 -0700
committerGitHub <noreply@github.com>2024-04-18 14:12:04 -0700
commita2b9e376b2d54283000a0fe0c48e6e1912d8a333 (patch)
tree20d0648977b23627313ca18b3bb0aaf983d3966b /tests
parentd3fd7470e6b71aa080415a3a7c207faebe21b00f (diff)
ForceInline SampleLevel to allow decorations to be applied (#3977)
Fixes #3969 NonUniformResourceInfo instruction is applied as a Decoration on the backing resource. With the following shader, this is applied to the Function Call. res.rgb *= g_bindless_Texture2D [NonUniformResourceIndex (val.x)].SampleLevel(g_Sampler, v, 0.0).rgb; as shown below: {145371} let %1826 : Int = nonUniformResourceIndex(%1789) {177146} let %1828 : Vec(Float, 4 : Int) = call %SampleLevel(%1826, %sampler, %1827, 0 : Float) This patch ForceInlines SampleLevel intrinsic function call so that the Decoration is correctly applied on the resource.
Diffstat (limited to 'tests')
0 files changed, 0 insertions, 0 deletions