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Consider the following shaders:
```slang
[shader("vertex")]
void Main(
uniform row_major float4x4 worldToClip,
out float4 SV_Position : SV_Position,
in row_major float4x4 instanceM…
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**Describe the situation in which you encountered the missing validation**
I have a graphics pipeline with some output variable (storage class: Output) that is written from the mesh shader and consum…
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Running textured-quad, sprite2d sysgpu examples on Windows / D3D12 fails.
```
zig build run-core-sysgpu-textured-quad
mach\zig-out\bin\Shader@0x0000015909B90800(7,25): warning X3578: Output va…
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- [ ] Implement `clip` clang builtin,
- [ ] Link `clip` clang builtin with `hlsl_intrinsics.h`
- [ ] Add sema checks for `clip` to `CheckHLSLBuiltinFunctionCall` in `SemaChecking.cpp`
- [ ] Add cod…
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As much as it is nice to have .cs references any chance to also have .shader/.cginc/.hlsl references for those of us who want to make some of our billboarding shaders look correct?
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I see that #488 was closed as completed. However, it doesn't look `unsigned int` works. The below shader results in the following error message when `unsigned` is used with `int`:
```
shader.hlsl(26…
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With shader models 6.3 and later, applications have the convenience and flexibility of being able to define DXR state objects directly in HLSL shader code in addition to using Direct3D 12 APIs.
Thi…
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Both D3D12 and Vulkan evaluates the pixel shader once per sample if the sample index/ID semantic is present in a shader. This is most likely why manually choosing MSAA sample positions is needed in or…
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DXC allows for left side cast during assignment (copy), I'm getting this error when I compile the shader below:
```
shader.hlsl(36): error 30011: left of '=' is not an l-value.
(Derived)dd2 = (…
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For the shader below, Slang current generates the following error due to the implementation of `A::B::AddBlue()` and `A::AddGreen()` living outside the namespace:
```
shader.hlsl(46): error 20001: u…