Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 12 additions & 2 deletions tools/clang/lib/Parse/ParseDecl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -397,9 +397,19 @@ bool Parser::MaybeParseHLSLAttributes(std::vector<hlsl::UnusualAnnotation *> &ta
stage = hlsl::DXIL::PayloadAccessShaderStage::Miss;
} else if (shaderStage == "anyhit") {
stage = hlsl::DXIL::PayloadAccessShaderStage::Anyhit;
}
}

// mod.ShaderStages can only take four elements before it starts to
// migrate. Make sure not to add redundant stages.
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

we could exit the while loop early here if mod.size() is 4?

Comment on lines +402 to +403
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If the problem is that we leak memory if the ShaderStages SmallVector ever grows, then wouldn't a better fix be to avoid a SmallVector (or any type that can move its memory) entirely? That is, should we adjust PayloadAccessAnnotation to store the stages in a fixed data structure instead?

bool IsDuplicate = false;
for (auto s : mod.ShaderStages)
if (s == stage) {
IsDuplicate = true;
break;
}
if (!IsDuplicate)
mod.ShaderStages.push_back(stage);

mod.ShaderStages.push_back(stage);
ConsumeToken(); // consume shader type

if (Tok.is(tok::comma)) // check if we have a list of shader types
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
// RUN: %dxc -T lib_6_9 %s

// COM: No FileCheck required: Error raised by ASAN-enabled DXC builds where underlying bug #7104 is not fixed.
// COM: This checks that the backing memory of the shader stages vector does not migrate when more than four (it's preallocated size) shader stages are added.

struct [raypayload] Payload
{
int a : read(anyhit,caller,miss,closesthit,closesthit) : write(anyhit,caller,miss,closesthit,caller);
};

struct Attribs
{
float2 barys;
};

[shader("closesthit")]
void ClosestHitInOut( inout Payload payload, in Attribs attribs )
{
if (payload.a == 1)
payload.a = 2;
}