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We preparing to support SPIR-V, but I want ask question. Will shaderc and SPV support bindless texture? When I tried to compile, I got errors that extension not support.
ghost updated
7 years ago
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I'm writing a physics compute shader with `rust-gpu`. Recently I tried adding Workgroup support, but I ran into this issue with `naga` validation:
```
Type [34] '' is invalid:
Expected da…
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The feature gate for the issue is `#![feature(asm_experimental_arch)]`.
### Summary
This feature tracks `asm!` and `global_asm!` support for the following architectures:
- Arm64ec: https://github.co…
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Simple reproducer:
```c++
#version 460
layout (location = 0) out vec4 fragColor;
layout(binding = 0, std430) readonly buffer A { vec4 a[]; };
layout(binding = 0, std430) readonly buffer B { u…
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Debug symbols should be added in debug mode when compiling GLSL shaders using glslang.
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Hello,
I am looking to implement a tiny cross API (DirectX12, Vulkan, OpenGL) game engine and was looking forward to implement a uniform shader language between the three to ease on shader language…
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Add SPIR-V backend support for the HLSL `SV_GroupIndex` attribute.
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Running the following command using branch 22.0.1 and master ([commit cde1be0b](https://gitlab.freedesktop.org/mesa/mesa/-/commit/cde1be0b847ae328e623ae87c38a5c59ab7d7fc1)) of Mesa:
```
amber -t spv…
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The SPIR-V dialect predates the `assemblyFormat` definitions in TableGen and some of the SPRI-V ops needlessly use handwritten parsers. We should go over the ops in the dialect and update to `assembly…
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Can you add support for [`GL_HUAWEI_subpass_shading`](https://github.com/KhronosGroup/GLSL/blob/main/extensions/huawei/GLSL_HUAWEI_subpass_shading.txt) and corresponding [`SPV_HUAWEI_subpass_shading`]…