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<title>slang.git/tests/cross-compile/nointerpolation-input.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2018-02-03T15:30:54+00:00</updated>
<entry>
<title>Remove non-IR codegen paths (#398)</title>
<updated>2018-02-03T15:30:54+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-02-03T15:30:54+00:00</published>
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<id>urn:sha1:662f43fff6721c6cd013a8f1b2639c2e29fe6be3</id>
<content type='text'>
The basic change is simple: remove support for all code generation paths other than the IR.
There is a lot of vestigial code left, but the main logic in `ast-legalize.*` is gone.

Doing this breaks a *lot* of tests, for various reasons:

- We can no longer guarantee exactly matching DXBC or SPIR-V output after things pass through out IR

- Many builtins don't have matching versions defined for GLSL output via IR (even when they had versions defined via the earlier approach that worked with the AST)

- A lot of code creates intermediate values of opaque types in the IR, which turn into opaque-type temporaries that aren't allowed (this breaks many GLSL tests, but also some HLSL)

I implemented some small fixes for issues that I could get working in the time I had, but most of the above are larger than made sense to fix in this commit.

For now I'm disabling the tests that cause problems, but we will need to make a concerted effort to get things working on this new substrate if we are going to make good on our goals.</content>
</entry>
<entry>
<title>Handle `flat` interpolation cases in cross compilation</title>
<updated>2017-07-17T15:58:47+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoley@nvidia.com</email>
</author>
<published>2017-07-17T15:58:47+00:00</published>
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<id>urn:sha1:15aba2fe81fea44969e036e181a4cf252ff41963</id>
<content type='text'>
Fixes #104

- Map HLSL `nointerpolation` to GLSL `flat`

- When lowering a `struct` type varying input/output, look for interpolation modifiers along the "chain" from the leaf field up to the original shader input variable (and take the first one found)
  - Not sure if this is strictly needed, but it seems like a reasonable policy

- Add `flat` to varying input of integer type, with no other interpolation modifier
  - Note: I do *not* do anything to ignore a manually imposed interpolation modifier that might be incorrect
</content>
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