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[DirectX] Implement shader flag analysis for EnableRawAndStructuredBuffers #122663
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Needed for particle_life |
When raw or structured buffers are used, we need to set the DXIL flag saying so. Fixes llvm#122663.
@bharadwajy - is there an existing issue tracking this? |
No. It appears that I missed filing one earlier. |
@bharadwajy - is this a one off, or is this one of a class of flags that got missed? |
It is a one off and has been added to the class of flags based on resource properties as part of creation of this issue by @bogner. I've also added this to the issue that tracks implementation of flags needed for DML Shader compilation. |
Ok - Justin seemed to suggest it was needed for particle_life? |
Looking at some history, my notes and recollecting earlier conversations, I did have an issue to track setting of EnableRawAndStructuredBuffers as needed by |
Thanks, that looks like good context to have....someone should have a dig in to whether or not this means we still need this flag or not, I suppose that's step 1 for working on this issue. |
We either need to implement this for particle_life, or we need microsoft/DirectXShaderCompiler#7003 to be done in dxc before we can make progress. We can't sign dxil that uses raw and structured buffers unless this flag is set today. IMO we should re-open #112273, as it is not appropriate to close it unless we're committing to doing the work in microsoft/DirectXShaderCompiler#7003 immediately. |
When raw or structured buffers are used, we need to set the DXIL flag saying so. Fixes llvm#122663.
When raw or structured buffers are used, we need to set the DXIL flag saying so. Fixes #122663.
If Raw or Structured buffers are used, the EnableRawAndStructuredBuffers shader flag must be set. We can implement this by looking at the resource kind of the return type of llvm.dx.resource.handlefrom intrinsics.
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