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Right now the modern graphics APIs are moving towards using the SPIRV binary format as the default way to upload a shader to the GPU.
In some cases, an alternative format is used and the `spirv_cro…
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It seems to me that rayon's awareness of iterators, types and mutability ought to make automatic GPU offloading a feasible project.
An idea would be to use compiler plugins/proc-macros that precom…
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During triage it is super helpful to be able to know if input that causes a crash also hits asserts. For this purpose it would be extremely useful to have an asserts-enabled build of DXC on Compiler E…
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Is it hard to implement I/O component decoration emulation for glsl that don't support it.
```
layout(location = 0, component = 0) in vec2 uv1;
layout(location = 0, component = 2) in vec2 uv2;
`…
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https://github.com/ValveSoftware/Proton
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When writing sufficiently large kernels, it can occur that certain parts of the code try to access variables before they have been set.
It'd be nice to have an error raised when a shader is written…
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Hi,
consider the following valid HLSL shader:
```
Buffer g_buffer1;
Buffer g_buffer2;
float4 FetchFromBuffer(bool condition) {
Buffer myBuf;
if( condition )
{
myBuf = g_buffer1;
…
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https://github.com/ROCm-Developer-Tools/HIP/pull/2975
How do we enable this? @pjaaskel @Kerilk
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**Description**
When allocating a bitmap with big hash lists and strong mask, `hashcat` uses `bitmap-max` value to define its size, which is roughly `2^bitmap-max`. One can define a `bitmap-max` va…
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- [ ] Implement `InstanceID` clang builtin,
- [ ] Link `InstanceID` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `InstanceID` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.c…