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Support cross-compilation of typed-buffers #94
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Can you confirm what the desired GLSL equivalent is? I'm guessing HLSL Also: can an HLSL |
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Thanks. |
ParticleSimulate.cs.slang uses Unfortunately, Raw-buffers have no GLSL equivalent, but we can mimic them using imageBuffer with r8 layout |
Notes to self:
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I'll disable the particle system for Vulkan for now |
Fixes shader-slang#94 We'd been handling HLSL `Buffer` and `RWBuffer` in a one-off fashion, and that led to a lot of code duplication, and also to the issue that we weren't handling `RasterizerOrderedBuffer` at all. This change basically folds `Buffer` in so that it is conceptually a texture type (just with a unique shape). Hopefully all the other logic still works.
Handle `Buffer` types more like textures
GaussianBlur.ps.slang declares
Buffer<float> weights;
To reproduce, run MultiPassPostProcess sample, load an image and check the
GaussianBlur
boxThe text was updated successfully, but these errors were encountered: