microsoft / microsoft/DirectXShaderCompiler

Assert/hang in SROA_HLSL pass related to empty base struct regression

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crash
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Description

#3016 seems to have reappeared. Unknown if it is exact same issue or just similar, but symptoms and general area of code are the same, at least.

Repro is unchanged:

Compile the following with -E main -T vs_6_0:

struct EmptyStruct
{
};

struct BaseStruct
{
	EmptyStruct emptyStructMember;

	//float makeMeNotEmpty;	// Uncomment to prevent assert
};

struct ChildStruct : BaseStruct
{
	float4 m_childMember;

	float4 func() { return m_childMember; }
};

float4 main() : SV_Position
{
	ChildStruct var_1;
	EmptyStruct var_2;
	var_1.emptyStructMember = var_2;	// Comment out to prevent assert
	var_1.m_childMember = 0;
	return var_1.func();
}

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the assertion with the supplied HLSL input using -E main -T vs_6_0, then inspect the SROA_HLSL pass and compare the behavior with issue #3016. The fix should allow this empty-base-struct case to compile without an assertion while preserving the existing shader output behavior.

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

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