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### Summary
At present, inlining in HLSL follows the existing heuristics which will inline if the function is short enough. To be correct in HLSL, we need to inline all non-entry functions. To do t…
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Hello,I cloned repo and just build&run PathFinder.sln
However, It could not find the include path and it did not work properly.
Here is part of the compile output:
1> Task "FXC" skipped, due to …
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Implement HLSL derivative intrinsics `ddx`, `ddx_fine`, `ddx_coarse`, `ddy` , `ddy_fine` and `ddy_coarse`.
https://godbolt.org/z/1Ej8514MY
The `ddx` and `ddy` intrinsic were initially introduced in …
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### Package name
directx-shader-compiler
### Brief description of package
A compiler for HLSL to DXIL (DirectX Intermediate Language).
### URL for package's homepage
https://github.com/microsoft/…
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**Description**
The output of a wave intrinsic depends on the current state of which threads are active. When a wave intrinsic occurs in a loop it needs to execute in the loop body since the state of…
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This may rely on #4395 being completed first.
The `select` intrinsic has a matrix variant that operates like the vector version of `select` but looks like this:
```
T select(S cond, T a, T b);
…
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**Description**
When targeting SPIRV, dxc suffers from a lack of early dead-code elimination. Provably false code is still compiled, while targeting dxil avoids this problem. This discrepancy in be…
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**Describe the bug**
Game crashes when I try to start a new Game. The GD3D11 Renderer is correctly loaded.
**To Reproduce**
Steps to reproduce the behavior:
1. Launch the Game
2. Press "Start G…
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We need a mechanism to compile HLSL/GLSL to SPIRV offline. This mechanism should be presented to the user in a way that is not project-specific. A solution should already assume that `glslangValidator…
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Adds a border around a sprite, similar in effect to the "Border" Photoshop layer effect, by drawing pixels in the area where zero and non-zero alpha texels meet.
Color and thickness should be paramete…