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### Problematic code:
**HLSL** shader with this:
```hlsl
#include "shared\common.h"
```
### Expected behaviour
Successful preprocessing and compilation.
### Current behaviour:
Preprocessing er…
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# System Information
- OS: Arch Linux (6.6.1-zen1-1-zen)
- GPU: NVIDIA GeForce GTX 1650 Super (nouveau 1.0.17-2 drivers)
- Java Version: 17
- Launcher: Prism
- DE: KDE
- Loader: Fabric
- Mods…
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**Description**
When I run my program, (the pipeline section from [](https://sotrh.github.io/learn-wgpu/beginner/tutorial3-pipeline/#compiling-shaders-and-include-spirv)) I get an error once it runs.…
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### mpv version and platform
Windows 10, MPV installed through chocolatey
![image](https://user-images.githubusercontent.com/32750711/64922023-24117400-d7ca-11e9-9b45-5f0db52ec304.png)
### Repr…
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From examining `glslang/MachineIndependent/ShaderLang.cpp` it seems apparent that the entire include file is parsed (obviously so the preprocessor directives can be honoured), **but then the actual so…
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I implemented the first, naive (yet fully working) GLSL writer in less than 12 hours. I think it’s worth it to write a SPIR-V writer as well, and it shouldn’t take too much time.
It’s not my own pr…
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I can currently transpile GLSL to SPIR-V at runtime via:
``` rust
let vs_spirv = glsl_to_spirv::compile(SHADER_VERTEX, ShaderType::Vertex)
.expect("failed to transpile the vertex shader")…
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This is a super useful technique for getting near-realtime feedback while prototyping graphics applications or sketching.
Currently vulkano only provides provides a way for loading SPIR-V shader co…
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Hi, I realized there is auto binding for uniform buffers but not storage buffers, it would be nice to have that feature.
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Testing bgfx's dxbc [parsing ](https://github.com/bkaradzic/bgfx/blob/master/src/shader_dxbc.cpp)I ran into an issue which appears to be due to incorrect `DxbcOpcodeInfo` entries. How were these gene…