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Incomplete or missing features
ARB_gpu_shader_fp64
Not directly supported by GLSL
Performs a component-wise conditional swap of the values between two input registers.
ARB_shader_atomic_counters.
ARB_image_load_store, imageAtomic functions and image uniform type. OPCODE_LD_UAV_TYPED OPCODE_STORE_UAV_TYPED OPCODE_LD_RAW OPCODE_STORE_RAW OPCODE_LD_STRUCTURED OPCODE_STORE_STRUCTURED OPCODE_DCL_UNORDERED_ACCESS_VIEW_TYPED OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED
textureQueryLOD
"Returns the mipmap array(s) that would be accessed in the x component of the return value.
Returns the computed level of detail relative to the base level in the y component of the return value."
mipmap arrays that would be accessed = the actual LOD used (after clamping)
LOD relative to base = calculated LOD
Reflection code is incomplete. Only decodes to bare minimum which the cross compiler requires itself.
Ideally identical to D3D structures - helps porting. Provide the used-size of constant buffers to calling application so it can use glBindBufferRange to restrict the ubo map range range and maybe help performance.
Try to make use of patch in/patch out. Patch out should be join phase outputs? How to match up with domain inputs?
Support precision on temporary variables. Start by setting each temp's precision to the highest it is used with.
Only patial support at the moment - interface_call not decoding function ID correctly for starters.
currently only knows about 32-bit scalars. Could also set inside shader code when uniform blocks are not used.
Should handle monolithic and separate_shader_objects approaches.