Panagiotis Christopoulos Charitos
Panagiotis Christopoulos Charitos
This seems like a useful feature. Have you considered making a pull request?
Unfortunately Vulkan's GLSL doesn't have a special #version. But the #version can be used to distinguish the "archaic GLSL" (
The moment has arrived! The first way is to use glslang to compile to HLSL to SPIR-V and then use SPIRV-Cross to convert SPIR-V to GLSL. The second way -that...
Thanks for looking into this Greg. I'm not sure what's the reasoning for disallowing this as well. As you said, and I agree, people intuitively expect for these things to...
I don't have control over the STL allocators. It's not only performance but also a mater of bookkeeping and sandboxing. For example I can channel all litehtml allocations trough an...
Hi @wini3d. MinGW is not supported anymore. If you are using Windows you can build AnKi using Visual Studio (See README.md for info on how to build). Will that work...
I haven't tested with VS 2015 to be honest. Having some prebuild binaries sounds like a great idea. I'll create a package and upload them to github as soon as...
`FindUMsb` and a few similar GLSL derived instructions do not support 64bit (see https://registry.khronos.org/SPIR-V/specs/unified1/GLSL.std.450.html). glslang has (or had) similar issues. I think Khronos should extend the instructions to support 64bit...
Hi thanks for the report. You are getting an error because the engine can't find the shader binaries. AnKi's CMake copies the .exe to a `bin` directory along with the...
I'm targeting `-fspv-target-env=vulkan1.1spirv1.4` but in reality I'm at Vulkan 1.3. I just realized I neglected to update the `-fspv-target-env`. Is that what you mean? Tying the format to the target...