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It seems to me that UniformAndStorageBuffer8BitAccess is unnecessary; I hit this because on the C++ side, you can enable these features separately, and I was only enabling 8-bit storage buffer access which seems correct to me. I don't think glslang should be adding both and instead should only add StorageBuffer8BitAccess.
After talking to @sheredom it seems like there might be some subtle differences here between SPIRV 1.0 and SPIRV 1.3 that I didn't fully grasp, but selecting SPIRV 1.3 (via --target-env vulkan1.1) still produces a shader that requires both capabilities.
The text was updated successfully, but these errors were encountered:
zeux
changed the title
Reading uint8_t from storage buffers adds (redundantly) UniformAndStorageBuffer8BitAccess capability
Reading uint8_t from storage buffers adds (unnecessarily) UniformAndStorageBuffer8BitAccess capability
Oct 20, 2018
(yes, this is me and my uint8_t shader again)
This shader:
Gets compiled into a shader with these capabilities:
It seems to me that UniformAndStorageBuffer8BitAccess is unnecessary; I hit this because on the C++ side, you can enable these features separately, and I was only enabling 8-bit storage buffer access which seems correct to me. I don't think glslang should be adding both and instead should only add StorageBuffer8BitAccess.
After talking to @sheredom it seems like there might be some subtle differences here between SPIRV 1.0 and SPIRV 1.3 that I didn't fully grasp, but selecting SPIRV 1.3 (via --target-env vulkan1.1) still produces a shader that requires both capabilities.
The text was updated successfully, but these errors were encountered: