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DxilValidation: check for undef float RayDesc inputs #7380

@tex3d

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@tex3d

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.

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