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

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Copying CompileOptions() results in a new object with *possibly dangling pointers to the old include callbacks. This patch just clears them, since includer_ doesn't have a way to clone() it....

The CI-linux-mingw bot is broken. We have a MinGW bot to support the flow used in the build of the Android NDK itself. But the NDK has switched to cross-compiles...

I've got this code in my shader: ```glsl #define float highp float #define float2 highp vec2 #define float3 highp vec3 #define float4 highp vec4 #define float2x2 highp mat2 #define float3x3...

Hi, I realized there is auto binding for uniform buffers but not storage buffers, it would be nice to have that feature.

enhancement

This bug in the OLD implementation in CMake 3.22.1 is causing SPIR-V Tools test code to compile with tailing -std=c++11 when it really needs -std=c++17 to take effect. A fix...

Heya, I recently found the functions `SetAutoBindUniforms()` and `SetBindingBase()` and I must admit they have been very useful to me. However, I also need such functionality for dealing with specialization...

RE2 will not compile with a compiler older than VS2019. See https://github.com/google/re2/blob/7c5e396af825562ec8321fdbf2f1cf276b26e3ae/CMakeLists.txt#L39 So the DEPS needs to pin the re2 dependency to a commit before May 2023. At least until...

version/release

I am currently working on a project in OpenGL, and I decided to use shaderc to compile HLSL into SPIR-V for usage in OpenGL, and I discovered that when I...

Currently things like `rchit` are missing as seen from the below table... ![image](https://user-images.githubusercontent.com/37929413/229355648-b84b4cfd-acf6-457a-9d61-fce109da7058.png)

The microsoft compiler supports a special atribute for compatibility with glsl: https://github.com/microsoft/DirectXShaderCompiler/wiki/Vulkan-combined-image-sampler-type However declaring this in an hlsl shader: ``` [[vk::combinedImageSampler]] Texture2D textures[3] : register(t1); ``` And compiling with shaderc...