NicolBolas
NicolBolas
The GL_KHR_vulkan_glsl specification states that you cannot do a specialization constant conversion from an integer type to a floating-point type. It states this by omission, as the "Specialization Constant Operations"...
The SPIR-V specification has a number of definitions that deal with implicit derivatives. Let's start with [2.19: Derivatives](https://www.khronos.org/registry/spir-v/specs/unified1/SPIRV.html#_derivatives): > In all cases, derivatives are well defined only if the *derivative...
LDoc's documentation is pretty decent overall. However, there is one problem: at no point do you show or explain what a `config.ld` file looks like. Perhaps this was a concept...
According to the [documentation on Sections](https://stevedonovan.github.io/ldoc/manual/doc.md.html#Sections), a `@section` command has a domain that extends until the next `@section` block (with `@section end` being a special end tag that reverts to...
Relatively recent updates to the Vulkan Hardware Database's website make the system decidedly less useful. I find that one of the most useful questions to answer is "what kind of...
The fragment shader definition for `gl_PrimitiveID` is as follows: GLSL 4.6: > The input variable `gl_PrimitiveID` is filled with the value written to the `gl_PrimitiveID` geometry shader output, if a...
GL 4.x allows double-precision uniforms, but the API documentation doesn't expose the `glUniform*d(v)` and `glUniformMatrix*dv` functions.
Consider the statement for a `format` of `GL_RED`: > Each element is a single red component. The GL converts it to floating point and assembles it into an RGBA element...