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🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

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Now with proper commit history ;)

This PR is aimed to adding unit-tests for the atomics added in https://github.com/EmbarkStudios/rust-gpu/pull/877 In addition, this PR is also adding atomic flags.

Currently, this doesn't work: ```rust let pixel = image.fetch(coords); ``` Because `fetch` needs to infer the return type. So you have to write this: ```rust let pixel: Vec4 = image.fetch(coords);...

t: ergonomics

I and some others have been porting a body of HLSL code to rust-gpu. Here's some notes about unexpected differences, pitfalls, and hard-to-port things. ### Fixable issues (doesn't mean they're...

a: documentation
t: tracking issue

So users don't have to depend on them as a git dependency. We can still publish quite frequently and do breaking changes as it is pre 1.0 semver

We should look into improve our clean build times of when building `spriv-builder` & `rustc_codegen_spirv` as that is the main scenario in CI and also useful for users if our...

### Expected Behaviour It to compile successfully ## System Info - Rust: 1.62.0 - OS: aarch64-unknown-linux-gnu - GPU: none ## Backtrace Backtrace ``` --- stderr thread 'rustc' panicked at 'called...

t: bug

Currently if you try to use an atomic you get the following error. ### Code [Playground](http://shader-playground.timjones.io/f3d2124248dcb956f6139aa7f006d7b8) ```rust #![no_std] #![feature(register_attr)] #![register_attr(spirv)] use core::sync::atomic::AtomicI32; #[allow(unused_attributes)] #[spirv(vertex)] pub fn main_vs() { let atomic...

t: enhancement
a: rust-lang

From @hrydgard: The builtin `#[spirv(global_invocation_id)] id: UVec3` needs to be declared as an UVec3, and then truncated if you want a Vec2. In HLSL and GLSL it's common to declare...

t: ergonomics