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Fix the handling of combined texture sampler for dx12 #362

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This PR implements the missing handling of the combined texture sampler for dx12.

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@jkwak-work jkwak-work requested a review from skallweitNV May 26, 2025 17:29
@jkwak-work jkwak-work self-assigned this May 26, 2025
@jkwak-work jkwak-work marked this pull request as ready for review May 26, 2025 17:29
@csyonghe
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Why cant slang generate HLSL code without the sampler argument in the call?

@jkwak-work
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Why cant slang generate HLSL code without the sampler argument in the call?

I didn't think that the problem could be on the Slang side.
I will investigate it further.

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CombinedSampler isn’t a thing in d3d. Sampler2D in slang maps to a pair of Texture2D and a SamplerState. Why can’t we just map Sampler2D.Load to that Texture2D.Load without passing the associated sampler state?

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CombinedSampler isn’t a thing in d3d. Sampler2D in slang maps to a pair of Texture2D and a SamplerState. Why can’t we just map Sampler2D.Load to that Texture2D.Load without passing the associated sampler state?

Right. I understand the question.
I will investigate it later.

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