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**Description**
The wave intrinsics are kept in the final dxil but I would expect them to be removed by DCE.
**Steps to Reproduce**
https://shader-playground.timjones.io/350a97df5de025ead832c…
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We currently lower entry point info to DXIL metadata in DXILTranslateMetadata using dxil::createEntryMD. This should leverage #63835 rather than reading the attributes directly, and we'll need the rev…
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We need intrinsics for rawBufferLoad and Store, which will be lowered to the RawBufferLoad and Store dxil operations. These will be used by both StructuredBuffer and RawBuffer as of SM6.2.
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The FXC is not publicly specified, but there is some information about its structure:
http://timjones.io/blog/archive/2015/09/02/parsing-direct3d-shader-bytecode
It would be very nice to be able t…
kvark updated
5 months ago
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- [ ] Implement `EvaluateAttributeAtSample` clang builtin,
- [ ] Link `EvaluateAttributeAtSample` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `EvaluateAttributeAtSample` to `Check…
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**What**
The `dxv` tool should be extended to support testing workflows required to adequately and easily test the dxil validator. We should also investigate alternative solutions to replace `%dxilve…
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In DXIL, the resource metadata includes a ["Pointer to a global constant symbol with the original shape of resource and element type."(https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs…
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Currently only vulkan supports it with spir-v. Though hopefully DX12 will add support in DXIL.
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## Feature request
Hello, i have recently been using this library to parse some data from the DXIL directx shader , which uses llvm bitcode to store it's bytecode and type information. L…
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I just downloaded the "XV3DGS-v1.1.3-ue5.3" release package and am using it in a source build of 5.3.2.
I notice the splats show up and work, but the opacity custom code node is throwing errors on …