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| author | ArielG-NV <159081215+ArielG-NV@users.noreply.github.com> | 2024-04-25 09:18:32 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-25 09:18:32 -0400 |
| commit | 366a947cdf2e3c6958b7a9e17d561ce76ab0f594 (patch) | |
| tree | ca305c7315806b51c3922d334b10b5f203a0b219 /examples/example-base | |
| parent | 52dcb5bd44aa15f07826062c53fae344d55959e9 (diff) | |
Support derivative functions in compute & capabilities adjustments (#4014)
* Support derivative functions in compute & capabilities adjustments
fixes #4000
PR implements derivative functions in compute shaders properly so we have the functionality for SPIR-V & GLSL. Tests reflect fragment and compute paths.
PR also adjusts capabilities to correct wrong SPRI-V target capabilities for when using textures.
Remarks:
1. __requireComputeDerivative(); is a intrinsic_op and not modifier since inlining will destroy the modifier.
2. Derivative mode is tied to an entry point decoration `[DerivativeGroupQuad]`/`[DerivativeGroupLinear]` or GLSL syntax ``derivative_group_linearNV`. Default is to set the mode to `[DerivativeGroupQuad]`
* remove -emit-spirv-directly
* fixes
1. fix minor issue fwidth change where I returned the wrong type
2. fix issue where glslang{glsl->spirv} is wrong, so we don't run that test and just run the glsl test & direct spir-v test for intrinsic-texture.slang
* adjust as per review and refine code
1. add test to ensure multi-diverging-in-logic entry points work -- 2 functions which may cause computeDerivatives + 1 that uses, 1 that does not.
2. naming
3. use entry point ref graph for c-like-targets
4. reordered some code to util's and removed `static linline` since that was just for ease of coding on my end (should not have been pushed).
* Grammer
* split up source file + issolate GLSL emit path change.
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Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'examples/example-base')
0 files changed, 0 insertions, 0 deletions
