Tobski
Tobski
As of the 1.3.210 Vulkan spec update, Vulkan clarified that not writing to the FragDepth built-in is undefined behavior - undefined values can lead to undefined behavior, so the difference...
Now that https://github.com/KhronosGroup/glslang/pull/2625 has landed, we'd like to be able to use it to define GLSL extensions in GLSLang without having to actually change the underlying code. As demonstrated in...
We recently noticed that there's no guide entry for this extension - however there is a Khronos blog post here: https://www.khronos.org/blog/khronos-vulkan-working-group-releases-shading-rate-extension-to-increase-rendering-performance-and-quality Would be good if an entry could be added;...
The way we've ended up making synchronization work for Vulkan ray tracing is not entirely obvious from the spec alone, and it's probably worth a bit of the guide to...
There's a particular usage pattern for dynamically recorded command buffers which DX12 applications make use of DX12's ability to free-associate command buffers with command allocators, which is not how things...
Fixes https://github.com/KhronosGroup/GLSL/issues/149
This extension enables spirv opcodes, types, decorations, and storage classes to be directly encoded into GLSL via new qualifiers. Example "headers" are included which show how the extension can be...
In HLSL, the `discard` keyword is specified to demote the invocation rather than terminating it, meaning that quad ops or derivatives remain well defined after a discard. However, in GLSL,...