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I have a compute shader that looks like
```
#version 450
layout (local_size_x = 32) in;
struct A{
uint length;
uint contents[7];
};
restrict layout(std430, set = 0, binding =…
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Release Task List
Multi-vendor mesh shading for Vulkan. This extension provides a new mechanism allowing applications to generate collections of geometric primitives via programmable mesh s…
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I'm opening this issue just to notify that rebuilding example shaders on Windows is far from working out of the box. I can get it to work but usually after a bit of time fixing problems (environment i…
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This would allow annotating functions to specify the new execution modes such as rounding modes. Not sure how this would be done syntactically to keep the impact on the language minimal.
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I am attempting to build ngscopesclient on macOS Sonoma 14.2.1 but running into a Cmake error. Build appears to correctly identify the location of the Vulkan SDK but fails to find glslang for some re…
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Vulkan is a graphics API similar to OpenGL and DirectX.
Available here: https://vulkan.lunarg.com/sdk/home
Sadly only provides installers but perhaps the installation could be triggered through cona…
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The following glsl function:
```
void clip(vec4 x)
{
if (x.x < 0.0 || x.y < 0.0 || x.z < 0.0 || x.w < 0.0)
discard;
}
```
Yields this SPIR-V code:
```
%clip_vf4_ = OpFunction %void N…
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Found this issue last weekend, let me try to explain the problem. I have a very simple shader, like this:
```
$input v_texcoord0
#include "../common.sh"
SAMPLER2D(s_visibiltyOne, 0); // Vis…
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The SPIR-V transpiler doesn't show up [in the docs](https://docs.rs/glsl/4.0.0/glsl/transpiler/index.html).
You probably want this in your `Cargo.toml`:
```toml
[package.metadata.docs.rs]
all-fe…