diff options
| author | James Helferty (NVIDIA) <jhelferty@nvidia.com> | 2025-06-10 11:02:38 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-06-10 10:02:38 -0500 |
| commit | e37202002276b679c5241b2678af612552b06d2c (patch) | |
| tree | dd072338524507cad6db45b28b976d0fbb6dd57a /docs/user-guide/toc.html | |
| parent | 954ad3d5466219eab216add0cb1ac920da548425 (diff) | |
Fix IR layout of 3-element vectors in cbuffers for -fvk-use-dx-layout (#7282)
* Better handling for 16-byte boundary of d3d cbuffer
Fixes #6921
D3D cbuffers have slightly different packing rules that allow packing
vectors into a 16-byte slot at element alignments, except when
a field would cross a 16-byte boundary. In that case, we need to
realign the field to the next 16-byte boundary.
In particular, this impacts vec3s, which are not a power of two in
size and thus require slightly different alignment logic, compared to
std430 and std140. (Example: a float and float3 should fit together in
that order in a single slot.)
Adds test cases.
Adds documentation page for GLSL target
Diffstat (limited to 'docs/user-guide/toc.html')
| -rw-r--r-- | docs/user-guide/toc.html | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/docs/user-guide/toc.html b/docs/user-guide/toc.html index 1621d1da5..f559fec31 100644 --- a/docs/user-guide/toc.html +++ b/docs/user-guide/toc.html @@ -260,6 +260,21 @@ <li data-link="wgsl-target-specific#specialization-constants"><span>Specialization Constants</span></li> </ul> </li> +<li data-link="glsl-target-specific"><span>GLSL-Specific Functionalities</span> +<ul class="toc_list"> +<li data-link="glsl-target-specific#combined-texture-sampler"><span>Combined Texture Sampler</span></li> +<li data-link="glsl-target-specific#system-value-semantics"><span>System-Value Semantics</span></li> +<li data-link="glsl-target-specific#discard-statement"><span>`discard` Statement</span></li> +<li data-link="glsl-target-specific#hlsl-features-supported-in-glsl"><span>HLSL Features Supported in GLSL</span></li> +<li data-link="glsl-target-specific#atomic-types"><span>Atomic Types</span></li> +<li data-link="glsl-target-specific#buffer-types"><span>Buffer Types</span></li> +<li data-link="glsl-target-specific#matrix-layout"><span>Matrix Layout</span></li> +<li data-link="glsl-target-specific#entry-points"><span>Entry Points</span></li> +<li data-link="glsl-target-specific#specialization-constants"><span>Specialization Constants</span></li> +<li data-link="glsl-target-specific#attributes-and-layout-qualifiers"><span>Attributes and Layout Qualifiers</span></li> +<li data-link="glsl-target-specific#glsl-specific-compiler-options"><span>GLSL-Specific Compiler Options</span></li> +</ul> +</li> </ul> </li> <li data-link="reference"><span>Reference</span> |
