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## SPV
The inital debuggable spv-out is already [merged](https://github.com/gfx-rs/naga/pull/2379), which can be used with renderdoc. Works fine with WGSL as source code.
But some of the local var…
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This issue was split from https://github.com/shader-slang/slang/issues/5172.
Affected tests under `tests/compute` (currently disabled):
- texture-get-dimensions
- texture-sampling
- texture-simp…
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Add the ability to disable fast-math.
Currently there is no way to enable/disable fast-math for a shader. This has caused severe numerical inconsistencies across platforms for us, sometimes produci…
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## Context
This is a continuation of a discussion that was had on the WebGPU matrix. There has been some discussion of this problem in #2229 but was not the primary topic.
As of the writing of t…
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Fixed-size arrays are declared with an element count. That element count is almost always a const-expression.
In one case it can be an override-expression that is not a const-expression, and that's w…
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Hello!,
I was reading through the WebGPU and WGSL specs, and it seems impossible to change the stencil reference value on the fragment stage. It seems to be possible on other rendering APIs, on D3D…
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## Current states by using latest dawn and latest tint on DX12:
- Pre-multiplication:
``` glsl
var transformedPos:vec4 = vec4(input.position, 1.0) * uParams.matrix;
```
And after t…
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## Problem
WebGPU is a good match for modern explicit graphics APIs such as Vulkan, Metal and D3D12. However, there are a large number of devices which do not yet support those APIs. In particular,…
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I maintain 5 projects, some public and some private, that depend (either transitively or directly) on wgpu. Its API has caused a few problems for me that I'd like to document here, in hope that a futu…
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My use case involves converting a ton of "legacy" GLSL shaders into GLSL that naga can consume and transpile to WGSL. Since there is already logic to split combined image samplers to a sampler and tex…