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Hi,
Warp reduce functions are available in CUDA (cf. https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#warp-reduce-functions) but not in HIP.
There is equivalent functionality in …
Epliz updated
2 months ago
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Hi,
I asked SPIRV-Cross devs to add FP16 HLSL support output (via min16float which is supported without using SM6.0) and they delivered:
https://github.com/KhronosGroup/SPIRV-Cross/commit/47d94ff8d9…
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支持Unity6默认开启 RenderGraph的话,还要对pass脚本做些修改。一点建议:我的做法是在Volume基类自己封一个Blit方法,给各个子类调用,并且shader需要微调一下,添加Blit.hlsl引用,替换_PostSource为_BlitTexture等等。
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I have a code like this:
```
[maxvertexcount(4)]
void main(point VSO si[1], inout TriangleStream stream)
{
VSO so;
so = si[0];
for (int i = 0; i < 4; ++i)
{
... // modify position and t…
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**Description**
The wave intrinsics are kept in the final dxil but I would expect them to be removed by DCE.
**Steps to Reproduce**
https://shader-playground.timjones.io/350a97df5de025ead832c…
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I've installed the extension. The syntax highlighting works for .fx and .hlsl file. The code completion work as well. There is also a shader icon for .hlsl files. However I can't get the extension to …
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While other RHIs still do not have dynamic resource indexing, it's convenient to implement a common platform-neutral interface with getters for various resource types. However, an issue seems to arise…
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hello so i have suggestion(if it possible)
is it possible to make the shader in hlsl since on x86 version of minecraft windows 10 used
the old hlsl engine and some shader work exp. ESBE 2G shders
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We need to find a way how we can test different versions of generated shaders.
GLSL (es/no es/different version) and HLSL (shader models) requires it.
Currently, we testing only 1 version:
GLS…
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I am having a crash in glslangValidator when compiling
[TerrainVS.hlsl.txt](https://github.com/KhronosGroup/glslang/files/1850314/TerrainVS.hlsl.txt) (Please rename it to TerrainVS.hlsl) and [ZPrePa…