spir-v Questions
4
Solved
I need compile OpenCL kernels in SPIR-V to use with Vulkan, I tried with Google CLSPV https://github.com/google/clspv, but the problem occur with vectorization, functions like vload8 doesn't work. ...
Friseur asked 18/9, 2018 at 14:27
5
Solved
2
Solved
I am trying to use spirv with OpenGL. Before in my shaders I had gl_VertexID to calculate the uv of a rectangle and now I replaced it with gl_VertexIndex.
If I use gl_VertexID the code works, if I...
1
Solved
Is is possible to have an array of specialization constants such that the glsl code looks similar to the following:
layout(constant_id = 0) const vec2 arr[2] = vec2[] (
vec2(2.0f, 2.0f),
vec2(4.0...
1
Solved
In my geometry shader that I was using in OpenGL setting a variable once at the beginning and then emitting vertices without resetting it works, but in vulkan if I don't write to that variable betw...
1
Solved
I'm trying to use a SPIR-V specialization constant to define the size of an array in a uniform block.
#version 460 core
layout(constant_id = 0) const uint count = 0;
layout(binding = 0) uniform ...
1
Solved
It appears at one point in time Nvidia had an extension that permitted half floating point values for OpenGL 1.1, but apparently since that time *the world half has been reclaimed by the modern GLS...
Stargell asked 17/4, 2018 at 21:12
1
Solved
I have been reading about heterogeneous computing and came across SPIR-V. There I found the following:
SPIR-V is the first open standard, cross-API intermediate language for natively representin...
2
Solved
I am trying to understand the OpenCL ecosystem and how Vulkan comes into play.
I understand that OpenCL is a framework to execute code on GPUs as well as CPUs, using kernels that may be compiled...
1
Solved
I'm interested in implementing a particular algorithm in a set of Vulkan compute shaders. The algorithm uses a clz() function at one point. I expect that my NVIDIA GPU probably offers hardware supp...
2
Solved
This is the (simplest) instancing shader I can come up with, which basically just transforms a bunch of 2D primitives:
#version 400
#extension GL_ARB_draw_instanced : enable
#extension GL_ARB_shad...
1
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