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I have a GLSL fragment shader that the OpenGL drivers compile fine, but glslls gives errors like the following:
```glsl
#version 330 core
...
flat out int frag_type; ■ 'location' : SPIR-V requ…
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Can someone tell me how to fix this?Thank you!
repo shader:
```
#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0, std430) readonly buffer type_StructuredBuffe…
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I'm having an existential crisis involving HLSL register packing. spirv-cross and all other producers of HLSL or DXIL are in the same situation, so I'm asking your strategy for this.
DXBC requires …
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The `Physical32` and `Physical64` addressing models assert a fixed-sized, canonical representation for all pointers, meant for use in OpenCL and related environments (i.e. LevelZero), but I'm not sure…
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- [ ] Implement `ProcessQuadTessFactorsMin` clang builtin,
- [ ] Link `ProcessQuadTessFactorsMin` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessQuadTessFactorsMin` to `Check…
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- [ ] Implement `ProcessQuadTessFactorsMax` clang builtin,
- [ ] Link `ProcessQuadTessFactorsMax` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessQuadTessFactorsMax` to `Check…
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- [ ] Implement `ProcessQuadTessFactorsAvg` clang builtin,
- [ ] Link `ProcessQuadTessFactorsAvg` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessQuadTessFactorsAvg` to `Check…
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#### Describe the bug
When I use hazelnut to create a new sprite renderer component, the application crashes with this error: ```Exception thrown at 0x00007FFBCC9E0BA6 (atio6axx.dll) in Hazelnut.exe:…
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I built using the latest version of Vulkan sdk.
The following error occurs in the actual code.
![image](https://user-images.githubusercontent.com/20108771/139165223-dfcd759f-b71f-4b1a-a518-f6c5a42…
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```
[mvk-error] SPIR-V to MSL conversion error: Argument buffer resource base type could not be determined. When padding argument buffer elements, all descriptor set resources must be supplied with a…