DirectXShaderCompiler
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Remove redundant uav load/store caused by partial update or copyin/out
For the repro, only u[i].b need to be load and store.
struct S {
float4x4 a[10]; float4 b; };
RWStructuredBuffer< S > u;
void foo(inout S s) {
s.b += sin(s.b);
}
float4 main(uint i:I) : SV_Target { foo(u[i]); return u[i].b; }
:white_check_mark: Build DirectXShaderCompiler 1.0.1056 completed (commit https://github.com/microsoft/DirectXShaderCompiler/commit/bbbfe35ec8 by @)
:white_check_mark: Build DirectXShaderCompiler 1.0.1060 completed (commit https://github.com/microsoft/DirectXShaderCompiler/commit/3aaf47c156 by @)