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Implement specialization constants #50325
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Implement specialization constants #50325
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reduz
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Jul 9, 2021
- Added support to our local copy of SpirV Reflect (which does not support it).
- Pass them on render or compute pipeline creation.
- Not implemented in our shaders yet.

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Force pushed an amend to cleanup the thirdparty changes and add a |
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Looks good to me! I reviewed and nothing really jumped out. I haven't worked with specialization constants before so I can't catch much beyond simple errors.
thirdparty/spirv-reflect/patches/specialization-constants.patch
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* Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
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Thanks! |
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Any plans on putting this to upstream? I'm opening a pr upstream, and working on adding this to the main repo (with some added error checks, planning to add an evaluator that can evaluate some |
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Also note that the code in godot doesn't support 64 bit constants (they take up two words in instruction). |
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@shangjiaxuan Thanks for working on upstreaming this. I think you can consider that the Godot patch is under the same license as SPIRV-Reflect, as if it had been PR'ed directly. @reduz can comment to confirm. You could also add reduz as co-author by amending the commit message with: |
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I confirm the license. |