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| author | jsmall-nvidia <jsmall@nvidia.com> | 2023-06-12 14:55:44 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-06-12 14:55:44 -0400 |
| commit | b255ef068b77a45fdd0b595a555386928a61d56e (patch) | |
| tree | 3381f907ca7fd0fe3d56deca02790170662d7bc3 | |
| parent | d9118d260034319d58376c2ecf67b339568d85fb (diff) | |
Update shader-execution-reordering.md
Fix comment which no longer applies.
| -rw-r--r-- | docs/shader-execution-reordering.md | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/docs/shader-execution-reordering.md b/docs/shader-execution-reordering.md index f6d44fcab..0ecb00c56 100644 --- a/docs/shader-execution-reordering.md +++ b/docs/shader-execution-reordering.md @@ -5,8 +5,6 @@ Slang provides preliminary support for Shader Execution Reordering (SER). The AP The feature is available on D3D12 via [NVAPI](nvapi-support.md) and on Vulkan through the [GL_NV_shader_invocation_reorder](https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_shader_invocation_reorder.txt) extension. -Note: An upgrade is required to `slang-glslang` and associated projects to add support for SPIR-V output via Slang. - ## Vulkan SER as implemented on Vulkan has extra limitations on usage. On D3D via NvAPI `HitObject` variables are like regular variables. They can be assigned, passed to functions and so forth. Using `GL_NV_shader_invocation_reorder` on Vulkan, this isn't the case and `HitObject` variables are special and act is if their introduction allocates a single unique entry. One implication of this is there are limitations on Vulkan around HitObject with flow control, and assignment to HitObject variables. |
