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Such code:
```glsl
layout(constant_id = 0) const int N_bins = 42;
layout(set = 0, binding = 2) buffer Buf {
uint arr[N_bins];
float f;
};
```
Cannot be translated correctly. This "…
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SPIR-V and GLSL make it possible to declare multiple fragment shader input variables within the same `location` using the `component` layout qualifier.
The GLSL specification defines the following …
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- [ ] Link `asfloat` clang builtin (__builtin_bit_cast) with `hlsl_intrinsics.h``
- [ ] Add codegen tests to `clang/test/CodeGenHLSL/builtins/asfloat.hlsl`
- [ ] Add sema tests to `clang/test/SemaHL…
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Currently, if we create an image type with the image macro as such:
```rust
Image!(2D, type=f32, sampled=false),
```
the image will still be able to be `.read`/`.fetch`ed, and the spirv Image …
fu5ha updated
2 years ago
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Is recursion going to be added in WGSL any time soon? This would be very useful:)
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I ran into this issue while adding support for some mixed shader stages when instrumenting debug printf.
Given the following code (HLSL -> SPV via dxc):
```
void commonFunction() {
printf("C…
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App: Shader linking Failed (res/shaders/defaultLightPass.glsl):
Link info
---------
error: Block "_86" not declared as an output from the previous stage
![image](https://user-images.githubuserco…
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Hi, I am using the DXC c++ interface to compile hlsl to spirv. I found an internal compiler crash inside the "Compile" function of DxcCompiler3.
I am using the msvc clang toolchain version 13.0.0 to …
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Validator currently checks only _Scope \_ argument of non-uniform group instructions.
We need validations for them based on the spec e.g., result type.
For example, result type of `OpGroupNonUnifo…
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I have a fragment shader like this
struct RELight
{
vec3 Position;
int LightType;
vec3 Direction;
vec3 Attenuation;
vec3 Ambient;
vec3 Diffuse;
vec3 Specular;
float Inten…