//TEST:SIMPLE(filecheck=CHECK): -target spirv -entry computeMain -stage compute -emit-spirv-directly // Check that we are not generating spirv that loads a global resource array into a SSA register, // instead, these arrays should always be accessed via direct OpAccessChain operations to avoid // creating a lot of local load/stores in the driver compiler. struct Scene { SamplerState samplers[256]; Texture2D textures[100]; } ParameterBlock scene; struct Material { int sampler; int texture; } RWStructuredBuffer result; float4 shade(Scene scene, Material mat) { return scene.textures[mat.texture].SampleLevel(scene.samplers[mat.sampler], float2(0,0), 0); } [numthreads(1,1,1)] void computeMain(uniform Material mat) { // CHECK: OpEntryPoint // CHECK-NOT: OpLoad {{.*}} %scene{{.*}}samplers // CHECK-NOT: OpLoad {{.*}} %scene{{.*}}textures result[0] = shade(scene, mat); }