| Commit message (Collapse) | Author | Age |
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* Various SPIRV fixes.
- Geometry shader support (WIP).
- Fix texture get dimension and load.
- Fold global GetElement(MakeArray/MakeVector) insts.
- Call spvopt to inline all functions.
- Translate OpImageSubscript.
- Emit struct member names and global variable names.
- Fix lowering of OpBitNot -> OpNot, instead of OpBitReverse.
* Fix test.
* Fix geometry shader.
* Fix geometry shader emit.
* Add atomic Image access test.
* Fix tests.
* don't fail if spirv-opt fails.
* Update comments.
* Fix test.
* Cleanups.
* indentation
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Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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* Various dxc/fxc compatibility fixes.
* Cleanup.
* Fix test cases.
* Fix comments.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* When checking if an instruction can be folded, take into account if it's called by a target intrinsic, because if it is we need to check if the parameter is accessed multiple times to see if it's worth allowing to fold.
* Tidy up code around folding/target intrinsics.
* Fix texture-load.slang .
* Fix typo in assert.
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A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`.
The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type.
This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`.
This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.
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