fix(rtx): apply ANARI channel-fill to image samplers#341
Merged
jeffamstutz merged 1 commit intoJul 16, 2026
Merged
Conversation
jeffamstutz
requested changes
Jul 15, 2026
CUDA texture fetches zero-fill channels absent from the array format, so 1/2-channel float color textures read back alpha=0. Matte/PBR fold color alpha into opacity (opacity = color.w * opacity), so under alphaMode=blend those surfaces went fully transparent and vanished; helide filled alpha=1 and rendered them. Carry numChannels in SamplerGPUData (from the existing Sampler::numChannels()) and restore the ANARI convention in evaluateSampler (missing color -> 0, alpha -> 1), matching the attribute path. MDL texture helpers keep MDL semantics, untouched. Adds TestSamplerAlphaFill: blend must render == opaque within a channel count; fails pre-fix (1-channel blend collapses to black).
tarcila
force-pushed
the
rtx-fix-floatN-to-float4-expansion
branch
from
July 15, 2026 23:17
259c322 to
23b0c50
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
CUDA texture fetches zero-fill channels absent from the array format, so 1/2-channel float color textures read back alpha=0.
Matte/PBR fold color alpha into opacity (opacity = color.w * opacity), so under alphaMode=blend those surfaces went fully transparent and vanished.