Chip Davis
Chip Davis
I thought I handled that... I guess not. This will likely need changes to SPIRV-Cross.
Oh wait, now I remember. From [the spec][1]: > The last active [pre-rasterization shader stage](https://docs.vulkan.org/spec/latest/chapters/pipelines.html#pipelines-graphics-subsets-pre-rasterization) (in pipeline order) controls the `Layer` that is used. _Outputs in previous shader stages are...
There's more. Metal 4 doesn't support D3D11-style tessellation. You _have_ to use mesh shaders. We need to finish up the implementation of vertex-pipeline shaders on top of Mesh shaders to...
> > There's more. Metal 4 doesn't support D3D11-style tessellation. You _have_ to use mesh shaders. We need to finish up the implementation of vertex-pipeline shaders on top of Mesh...
@SRSaunders: Yeah, I've actually known about this for a long time. And it _is_ specific to AMD GPUs--it doesn't even happen to my knowledge on Intel GPUs, let alone Apple...
I've already filed rdar://45346278, which was duped to rdar://31389797, so this is a known problem to Apple. I guess I could inform them that Wolfenstein II needs this and won't...
Based on my reading of the standard, it is legal for a Vulkan implementation to implement `VK_KHR_external_semaphore` without supporting any external handle types. Typically, supporting a handle type requires also...
To my knowledge, there's no special support for the `dot()` function in MSL for integral types, not even in Metal 4. I presume from this that none of the AGX*...
> What type of GPU are you running on? Based on OP's description, which indicates an ARM64 architecture, I'd assume Apple Silicon.
So far, of those extensions, I've implemented `VK_KHR_maintenance1`, `VK_KHR_shader_draw_parameters`, `VK_KHR_get_physical_device_properties2`, and `VK_KHR_descriptor_update_template`. The patches for the first three were merged (#230, #232, #235). The patch for the last one depends...