microsoft / microsoft/DirectXShaderCompiler
DxilValidation: check for undef float RayDesc inputs
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Description
This is a follow up to a comment thread here, in which dx.op.hitObject_MakeMiss may have undef float input arguments, without DxilValidation catching this.
I don't think we should allow this. Presumably, this would lead to undefined results retrieved from accessors in a miss shader during Invoke().
If there's an argument for allowing this, that would be good to know.
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 tracing DxilValidation handling for dx.op.hitObject_MakeMiss and its RayDesc float inputs. Check how undef values are represented before Invoke() accessors are used. Done means the validation behavior for undef float inputs is decided and covered by an appropriate validation test, or the issue records why allowing them is correct.
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