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This issue is mostly notes.
Some IRC logs: https://botbot.me/mozilla/rustc/2017-01-11/?msg=79199876&page=1
Summary:
- The GPU code would be written in Rust and embedded inside the regular CPU…
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I happened to compile some code including both the standard `glext.h` OpenGL header from Khronos and the `gl_types.h` header inside glslang. (This might have come when compiling glslang code in an en…
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The following LLVM 16 bitcode:
```llvm
; ModuleID = 'from-llvm-16.cl'
source_filename = "from-llvm-16.cl"
target datalayout = "e-i64:64-v16:16-v24:32-v32:32-v48:64-v96:128-v192:256-v256:256-v512…
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It seems that `tan` with 16-bit floats doesn't properly work. The following kernel crashes for me, with POCL built from f17d6c5d4f43adf3e292f6903b31b059937e7e87.
```
OpCapability Kern…
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Short info header:
- GFX version: 0.1
- OS: Windows 10
- GPU: NVidia GTX 680
The following shader works just fine with the Vulkan backend, but fails to compile with the D3D12 backend. The compil…
CryZe updated
5 years ago
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It says SPIRV99.1401
See https://github.com/KhronosGroup/glslang/blob/master/glslang/Include/revision.h#L5
I'm not relying on it, so it's not urgent for me.
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I’ve moved to Vulkan SDK 1.2.141.2 to try out fixes in tessellation shaders (array flattening or something like that). My tessellation shaders are working fine in my D3D12 renderer, but there are prob…
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Similar to #1350, #1351 and #1352
TODO: Issue Description and implementation plan.
I can assign myself / my company.
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In HLSL, the way to get autogenerated texture coordinates for point sprites is to simply use the semantic `TEXCOORD0`, or any texture coordinate that you don't set in the vertex shader, it will be aut…