Giovanni Mascellani (@giomasce) commented about tests/d3d12.c:
{
#if 0 Texture2D<float> t1 : register(t1, space1);
SamplerState s1[] : register(s1, space1);
SamplerState s1[][2] : register(s1, space1); RWByteAddressBuffer u1 : register(u1, space1); [numthreads(64, 1, 1)] void main(uint id : SV_DispatchThreadID) {
/* Should alternate between wrap (address 0.1), or clamp (address 1.0). */
uint value = t1.SampleLevel(s1[NonUniformResourceIndex(id)], float2(1.1, 1.1), 0.0);
/* wrap yields address 0.1; clamp yields address 1.0.
* Samplers alternate (wrap, wrap), (clamp, wrap), (wrap, clamp), (clamp, clamp). */
uint value = t1.SampleLevel(s1[NonUniformResourceIndex(id / 2)][NonUniformResourceIndex(id % 2)], float2(1.1, 1.1), 0.0);
Mmmh, you're changing the HLSL code but not the precompiled bytecode...