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Hey,
If I have a GLSL shader that is reading from an 'out' variable such as
```
out vec4 pos;
void main()
{
pos = vec4(0.0);
gl_Position = pos;
}
```
And then I run the resulting SPI…
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- [ ] Implement `ProcessTriTessFactorsMin` clang builtin,
- [ ] Link `ProcessTriTessFactorsMin` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessTriTessFactorsMin` to `CheckHLS…
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- [ ] Implement `ProcessTriTessFactorsMax` clang builtin,
- [ ] Link `ProcessTriTessFactorsMax` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessTriTessFactorsMax` to `CheckHLS…
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- [ ] Implement `ProcessTriTessFactorsAvg` clang builtin,
- [ ] Link `ProcessTriTessFactorsAvg` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ProcessTriTessFactorsAvg` to `CheckHLS…
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- [ ] Write implementation in `hlsl_intrinsics.h`
- [ ] Add sema checks for `lit` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.cpp`
- [ ] Add codegen tests to `clang/test/CodeGenHLSL/builtins/l…
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- [ ] Implement `ldexp` clang builtin,
- [ ] Link `ldexp` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `ldexp` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.cpp`
- [ ] Add cod…
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Hi, I'd like to know if the plugin supports for unity compute shaders in reshaper. It's OK in rider, but doesn't seem to work in resharper in my environment.
supuo updated
6 months ago
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when this shader its used with the mod Create, it have lot of visual glitches.
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## 改修要素
2024.11.29 更新
* `→ ` の行は前田さんからのFB
* `→→ ` の行は安藤さんからのFB
* レ点が入っている項目は、確実に実装
### 高
- [X] 操作を XRI に入れ替える
- [X] ~~平面認識~~の演出強化
`→ ` 平面認識ではなくて、空間メッシュ認識に対しての演出にする
`→ ` ドットのサイズは今…
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- [ ] Implement `firstbitlow` clang builtin,
- [ ] Link `firstbitlow` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `firstbitlow` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.…