microsoft / microsoft/DirectXShaderCompiler
DXR 1.1: Using TraceRayInline(...) right after TraceRay(...) crashes shader compilation
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Description
Using the an almost-latest (https://github.com/microsoft/DirectXShaderCompiler/commit/780506e7149648bd940762b6716aa08e2c498a9b) DXC, running TraceRay(...) followed by a TraceRayInline(...):
TraceRay(...);
RayQuery<RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> q;
q.TraceRayInline(...);
q.Proceed();
Crashes the shader compilation with the following error:
Val->VTy->**ContainedTys** was 0xFFFFFFFFFFFFFFFF.
This was done in an RGS during our transition from DXR 1.0 to DXR 1.1.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the HLSL snippet that calls TraceRay(...) followed by RayQuery< RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH >. q.TraceRayInline(...) and q.Proceed() using the referenced DXC commit. Trace the compiler failure reported as Val->VTy->ContainedTys being 0xFFFFFFFFFFFFFFFF; done means the shader compiles without this crash for the DXR 1.0-to-1.1 transition case.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100