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Use textureLod instead of the texture - #1567

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Use textureLod instead of the texture#1567
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@jiaolu

@jiaolu jiaolu commented Aug 25, 2026

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Description

texture() compiles to OpImageSampleImplicitLod, which needs screen-space derivatives of the UV if (rayQueryGetIntersectionTypeEXT(...) != ...NoneEXT) is per pixel ray query. one pixel ray query of the quad can hit while neighor misses.

So the divergent branch does not match the texture, should use textureLod which does not require the screen-space derivatives of quad pixels.

this PR Fixes ##1566

it replace texture with textureLoad, Hoisting the sample above the if isn't an option here

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texture() compiles to OpImageSampleImplicitLod, which needs screen-space derivatives of the UV
if (rayQueryGetIntersectionTypeEXT(...) != ...NoneEXT) is per pixel
ray query. one pixel ray query of the quad can hit while neighor misses.

So the divergent branch does not match the texture, should use
textureLod which does not require the screen-space derivatives of quad
pixels.
@jiaolu

jiaolu commented Aug 27, 2026

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ping for review

@SaschaWillems

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Code changes look good, but there doesn't seem to be an updated SPIR-V file for the rayquery_morpheus.frag shader.

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3 participants