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# Shader Printf in HLSL and DX12
[https://therealmjp.github.io/posts/hlsl-printf/](https://therealmjp.github.io/posts/hlsl-printf/)
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- [ ] Implement `WaveActiveMax` clang builtin,
- [ ] Link `WaveActiveMax` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `WaveActiveMax` to `CheckHLSLBuiltinFunctionCall` in `SemaChe…
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支持Unity6默认开启 RenderGraph的话,还要对pass脚本做些修改。一点建议:我的做法是在Volume基类自己封一个Blit方法,给各个子类调用,并且shader需要微调一下,添加Blit.hlsl引用,替换_PostSource为_BlitTexture等等。
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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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**Describe the bug**
.glsl, .vert, and .frag (commonly used for opengl shader source files) shows up as a standard .c file.
**To Reproduce**
Steps to reproduce the behavior:
1. Create a file wit…
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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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**Description**
Got message with request for new bug report during development for SPIR-V using HLSL 2021 features. Reduced reproduction to a small snippet with partial template specialization.
**…
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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…
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I think @mehmetoguzderin suggested that the WGSL spec should have a table showing which WGSL builtin function corresponds to which functions or operations in common languages and shader languages, e.g…
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The shader below is causing a NULL pointer access when retrieving the field layout at `slang-ir-insts.h::getFieldLayout()`, the element at `index` is null. This may be related to https://github.com/sh…