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authorJames Helferty (NVIDIA) <jhelferty@nvidia.com>2025-06-10 11:02:38 -0400
committerGitHub <noreply@github.com>2025-06-10 10:02:38 -0500
commite37202002276b679c5241b2678af612552b06d2c (patch)
treedd072338524507cad6db45b28b976d0fbb6dd57a /docs/user-guide/toc.html
parent954ad3d5466219eab216add0cb1ac920da548425 (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
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<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>