Closed chaoticbob closed 4 hours ago
I see that CheckAccessFullyMapped was added to stdlib in #1712, but I'm getting this when attempting to use it in the shader below:
CheckAccessFullyMapped
hlsl.meta.slang(6600): error 29000: unable to parse target intrinsic snippet: CheckAccessFullyMapped hlsl.meta.slang(6600): error 29000: unable to parse target intrinsic snippet: CheckAccessFullyMapped hlsl.meta.slang(6600): error 29000: unable to parse target intrinsic snippet: CheckAccessFullyMapped
This syntax is accepted by DXC and seems like it should work. I looked at hlsl.meta.slang and all the types seem to line up.
hlsl.meta.slang
Shader
SamplerState gSampler : register(s5); Texture2D<float4> t : register(t1); float4 main(int2 offset: A) : SV_Target { uint status; float clamp; float4 val = t.Sample(gSampler, float2(0.1, 0.2), 1, clamp, status); bool success = CheckAccessFullyMapped(status); return success ? (float4)1 : (float4)0; }
HLSL spec can be found from the following URL, https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/checkaccessfullymapped
bool CheckAccessFullyMapped( in uint_only status );
I see that
CheckAccessFullyMapped
was added to stdlib in #1712, but I'm getting this when attempting to use it in the shader below:This syntax is accepted by DXC and seems like it should work. I looked at
hlsl.meta.slang
and all the types seem to line up.Shader