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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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Following inlined spirv slang testcase generates illegal OpExecutionModeId inserted inside OpFunction declaration
```
[shader("compute")]
[numthreads(16, 16, 1)]
void root()
{
spirv_asm
…
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The specification does not explicitly state that `access::address_space::constant_space` is unsupported by non-legacy `multi_ptr`, but it does specify that:
> This legacy class supports the depreca…
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got this error i insteall all the dpenadnces and most of the optinals
```c2n14@fedora:~/q3vrbuild$ cmake .. -DCMAKE_BUILD_TYPE=Debug -G "Unix Makefiles"
-- The C compiler identification is GNU 14.0.…
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I recently implemented a prescaler for mpv named RAVU, based on [RAISR (Rapid and Accurate Image Super Resolution)](https://arxiv.org/abs/1606.01299). After several iteration of improvement/performanc…
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The current code that validates against VUID-RuntimeSpirv-Workgroup-06530, VUID-RuntimeSpirv-maxMeshSharedMemorySize-08754 and VUID-RuntimeSpirv-maxTaskSharedMemorySize-08759 is too broad and sometime…
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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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# App summary
- App name: Legend of Heroes: Trails in the Sky 3rd Evolution
- App serial: PCSH10082
- App version: 1.0
# Vita3K summary
- Version: v0.1.4
- Build number: 2423
- Commit …
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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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Is recursion going to be added in WGSL any time soon? This would be very useful:)