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When compiling HLSL shaders to Vulkan SPIR-V, unknown or unsupported attributes are reported as the empty string (''). This makes it harder to find the source of the problem.
Example:
```hlsl
[ea…
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Here's my repro case:
```hlsl
RWByteAddressBuffer MyBuffer;
[numthreads(1, 1, 1)]
void main()
{
uint previous_value;
MyBuffer.InterlockedAdd(0, 1, previous_value);
}
```
This shade…
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Sadly, but you can't currently use glslang to compile HLSL shaders for OpenGL right now.
Waiting forward for the moment when this will be finally available..
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Hello
I am a student and gamedevver (gamedev as hobby) and there are only build files availible for Windows. Since I am personally a Windows hater, can you also provide a script that generates buil…
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Hiya - is it possible to configure this to ignore certain rules ?
In particular I would like to be able to define some globals to ignore (e.g. u_resolution).
Thanks
J
weepy updated
6 years ago
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Hi, recently i bought HTC Vive Elite hmd, mostly for passthrough features and it turned out a way more complicated than i expected.
I had tried ALXR and it works great, except... it uses 'black' co…
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I was thinking to merge vertex and fragment shaders into just one file, though I think this will break the linting of this plugin.
There is any way I can merge in one file both while also keeping t…
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I’ve moved to Vulkan SDK 1.2.141.2 to try out fixes in tessellation shaders (array flattening or something like that). My tessellation shaders are working fine in my D3D12 renderer, but there are prob…
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### Prerequisites
- [X] I am running the latest code. Mention the version if possible as well.
- [X] I carefully followed the [README.md](https://github.com/ggerganov/llama.cpp/blob/master/README.md)…
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Similar to #1350, #1351 and #1352
TODO: Issue Description and implementation plan.
I can assign myself / my company.