-
This issue and the following lists serves as a tracker for missing OpenCL/SPIR-V/... builtins discovered while testing the SPIR-V backend. The builtins will be incrementally implemented or fixed.
O…
-
**Description**
When using functions like firstbithigh, firstbitlow, and countbits, there are varying errors. The *correct* error is something along the lines of `error: firstbithigh is currently l…
-
**Description**
Compiling one of our HLSL shaders with the following command line:
```
dxc.exe spark_bc1_rgb_q0.mp.i2i.comp.hlsl -nologo -T cs_6_0 -spirv -fspv-target-env=vulkan1.0 -DVULKAN -Fo spa…
-
```
[mvk-error] SPIR-V to MSL conversion error: Argument buffer resource base type could not be determined. When padding argument buffer elements, all descriptor set resources must be supplied with a…
-
**Description**
The SPIR-V code generated by DXC when an array is marked with `nointerpolation` seems broken. It looks like internally we are inconsistent in how we expand the array into a two dimens…
-
Hello,
I am looking to implement a tiny cross API (DirectX12, Vulkan, OpenGL) game engine and was looking forward to implement a uniform shader language between the three to ease on shader language…
-
Use case scenario: Imagine a game or other virtual space where users can create and share user content in the form of maps or character models, etc. This content might include custom shaders to enhanc…
-
All major platform APIs have now released a similar extensions for cooperative matrix:
* Metal introduced simdgroup_matrix in MSL 3.1
* HLSL has support in [SM6.8](https://microsoft.github.io/Direct…
-
I have a Raytracing library that has two anyhit entrypoints (generated from slang using SLANG_TARGET_FLAG_GENERATE_WHOLE_PROGRAM). When the second entrypoint is enabled, `spirv-opt -Os` is unable to …
-
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
2 months ago