dubiousconst282

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I had something like that in mind as well, I was thinking of maybe using string interpolation handlers + source interceptors to capture the values, something like: `Match(inst, $"Add (Mul...

I'm not sure how your original proposal would return the values, but I quickly sketched something with the interpolators and it seems like they could work reasonably well. I imagine...

I'm also dubiousconst282 on discord

Thanks for your interest. I'm not very familiar with the Unity ecosystem at this time so any patches would be welcome. Invoking DistIL.Cli directly would be fine, and it's what...

@csyonghe I'm still getting this after upgrading to v2024.14.5. SPIRV generated for following sample is rejected by Mesa with a validation error. Adding a preceding field to the struct fixes...

I don't have a use-case for that scenario, this was for a minimal repro only. My original struct contains other fields before the array, but reading from it still produces...

In my test, the exact struct looks like this: ``` struct MeshStorage { int foo; uint64_t QuadData[]; }; ``` Running the previous shader with a buffer filled with sequence 0..n...

I believe there has been a misunderstanding, the issue isn't in indexing the pointer `Mesh[i]->data`, but the array itself `Mesh->data[i]`, that generates wrong values when defined as unsized. Regardless, I...

Sadly yes, I've mostly lost interest and been busy with personal stuff to work on my projects. Feel free to fork and develop it however you see fit.

Thank you both for the review. I have moved the aliased parameter generation code to legalization. At first I had implemented it in the SPIRV legalization pass, but then moved...