David Neto
David Neto
Great. We depend on Glslang for the functionality.
This first has to start as a feature in Glslang. Then we can pipe it through to Shaderc.
#1306 has an interesting line here: https://github.com/google/clspv/pull/1306/files#diff-d82932682c3cce860c8c728b57e2a68e6b04593c1edb206934c340665fb71f29L16 ``` kernel void bar(global int *A, global int *B, int n) { apple(A + 1, B, n); } ``` That PR changes the...
I would welcome a PR fo r this.
The thing I'm concerned about is what happens if the sampler has a mipLodBias that is non-zero. (See VkSamplerCreateInfo). D3D samplers also have a MipLODBias. See https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ns-d3d12-d3d12_sampler_desc Then Vulkan describes...
(From my notes on 2024-03-26) 1. I'm trying to map to lambda and d in the Vulkan spec. * https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#textures-lod-and-scale-factor * https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#_lod_query * > Otherwise, the steps described in this...
Here's the worked out math: Sampler relevant parameters: | WebGPU | WebGPU Default | Vulkan | |---|---|---| |GPUSamplerDescriptor | | VkSamplerCreateInfo | | n/a | effectively 0 | float .mipLodBias...
Comparing with MSL: > `calculate_unclamped_lod` - calculates the level of detail that would be sampled for the given coordinates, ignoring any sampler parameter. The fractional part of this value contains...
Update on Google's thinking: * This is important, with clear use cases * Platform support is uneven so far. HLSL's SM 6.8 is still experimental. * We think the [portability...
Google has an internal investigation that we'd like to publish here. It describes the intersection across underlying APIs, and a proposal. We need some time to post it.