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- [ ] Implement `WaveReadLaneAt` clang builtin,
- [ ] Link `WaveReadLaneAt` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `WaveReadLaneAt` to `CheckHLSLBuiltinFunctionCall` in `Se…
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We encountered the following error with one of our shaders when using `-fspv-debug=vulkan-with-source` to debug the shader in RenderDoc:
```
fatal error: generated SPIR-V is invalid: NonSemantic.S…
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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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Resource types are not yet fully supported. In particular, there is not yet sufficient metadata or resources annotations to provide correct data bindings for Vulkan target environments. However, there…
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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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Boat Attack water system not working in 2020.2.0f1.
Shader error in 'hidden/preview/Multiply_28e22ddc9c0569868ba3f7659fecde8f': Invalid conditional expression. at Assets/Shaders/CustomLighting.h…
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Consider the following GLSL code:
```
#version 450
layout(location = 0) in vec3 normal;
layout(location = 1) in vec3 uv;
layout(location = 0) out vec4 outColor;
layout(binding = 1) unifo…
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To make shader porting from HLSL to Slang easier, consider supporting the `#pragma pack_matrix()` directive. Currently slangc issues a warning and ignores the directive. Support this directive could s…
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Currently, shaders of different frequencies are fed to the compiler one at a time. This is true not just for vertex and pixel shaders, but other shaders that feed data between stages. The issue is tha…
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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…