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A collection of tools, libraries, and tests for Vulkan shader compilation.

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I am running a program that has Vulkan and OpenGL installed as graphics libraries. When I run the program, I get an error that says shaderc_sharedd.dll not found. Not sure...

i compiled shardc from source in NDK r22b,and followed official guide below: https://developer.android.com/ndk/guides/graphics/shader-compilers CLI: step1: `cd ${NDK_ROOT}/sources/third_party/shaderc/ ` step2: `ndk-build NDK_PROJECT_PATH=. APP_BUILD_SCRIPT=Android.mk APP_STL:=c++_shared APP_ABI=all libshaderc_combined` after a long time building...

Hello! I was refactoring a shader, made a mistake and stumbled on this behavior in `glslc` which I think is probably a bug. Consider the following small example code: ```glsl...

Any way to produce the assembly language listing with the original code lines also? Currently it's just the assembly and a bit hard to see where you are at in...

Tried to build on Ubuntu using ```/utils/git-sync-deps ``` but the process produced some errors: ``` root [projects] $ git clone [email protected]:google/shaderc.git Cloning into 'shaderc'... remote: Enumerating objects: 6768, done. remote:...

Not sure what all is in here, but seems like it has too much code in it.

Thanks to [glSpecializeShader ](https://www.khronos.org/opengl/wiki/SPIR-V/Compilation) it is now possible to specify custom entry points for shaders in OpenGL, shaderc should allow for custom entry point when compiling GLSL, not only for...

By suggestion of @nvining-work (https://github.com/nvining-work) I am filing an issue here. He also wants to say hi to @dneto0. I ran into the current situation, i was building a BVH...

We run our GLSL shaders through glslc and then through spiv-opt. In the 6/20 and 8/20 builds of glslc and spirv-opt, the unused inputs/outputs remained, and our shaders could pass...