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I've found what seems to be another hlsl compilation failure caused by FXC. This one incorrectly reports a divide by zero error. Interestingly it's only rejected when the `divide` call is in a nested …
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By default on desktop gpu devices egui_wgpu / wgpu outputs preferred target format `wgpu::TextureFormat::Bgra8Unorm`.
Then for rendering it renders to this texture in gamma space (srgb ?)
https:…
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https://github.com/gpuweb/gpuweb/pull/135 is already closed, but in the [comment](https://github.com/gpuweb/gpuweb/pull/135#issuecomment-443843330) for that issue it discusses multiple viewports. As a…
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**Description**
Using a `var` of type `mat4x4` fails to compile on DX12.
**Repro steps**
Wgsl Shader:
``` wgsl
struct VertexOutput {
@builtin(position) position: vec4,
};
@group(0)…
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### Introduction
We are building a minimal version of WESL, to let our first users enjoy a modular shading language along with IDE tooling! In this version, we're limiting ourselves to the bare neces…
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hey patricio,
I think you want to remove & ignore `config.make` as it sets your `OF_ROOT` to `/home/patricio/Desktop/openFrameworks`.
https://github.com/patriciogonzalezvivo/lygia_of_examples/bl…
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I tried to validate my SPIR-V shader which uses an array varying, but it fails.
Is it intentional that arrays are not accepted for varyings by the validator?
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Disallow `textureSampleLevel`/`textureSampleCompareLevel` with `texture_depth_2d_array` since `textureLod`/`textureLodOffset` are missing in GLSL ES 3.1.
[`GL_EXT_texture_shadow_lod`](https://regis…
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Mesh Shaders are an exciting new kind of rendering pipeline for modern hardware, that directly combines compute and rasterization.
KHRONOS recently officially released an extension for Vulkan, whic…
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A WGSL shader that binds a uniform buffer struct containing an array confuses the values in that buffer with the values declared in a private array.
Reproduced in Firefox Nightly 96.0a1 on macOS 10…