[HLSL] Correct ShaderOp SRV resource states#8665
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Use the shared MatrixUse parameter for the OuterProduct result and set it to Accumulator, matching proposal 0035 and the public dx::linalg API. Add a host-side invariant to prevent the legacy A-use declaration from returning. Assisted-by: GitHub Copilot Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 83725f5d-8e98-4c1d-91ee-ad47629e007b
Create SRV buffers without UAV flags and transition them for both pixel and non-pixel shader access. Use a direct resource-initialization list so the graphics-only pixel state is legal. Assisted-by: GitHub Copilot Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: 83725f5d-8e98-4c1d-91ee-ad47629e007b
This was referenced Jul 23, 2026
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Summary
The resource-initialization list was previously compute-only. A compute list cannot transition a resource into
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, so the framework must use a direct list beforeaddSRVBuffercan advertise the complete SRV state.Validation
ExecHLSLTeststargetaddSRVBufferon WARP1.65535.20-previewwith D3D12 Agility SDK1.721.2-previewandExperimentalShaders=*ExecutionTest::BasicTriangleOpTestas a graphics ShaderOp framework regressionNo physical GPU or HLK lab execution is claimed.
Stack
This draft is stacked on PR #8662. Until that PR lands, this diff also contains its OuterProduct ancestor commit. The SRV change itself is commit
35d571e06.Refs #7841
Refs #8378
Assisted-by: GitHub Copilot