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HLSL: RWBuffers not implemented, Compute shaders not implemented either? #460
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Do compute shaders not compile at all? It wasn't clear to me if they hadn't been implemented at all or if just there was alot of missing syntax. e.g. are these bugs or are they major missing features? |
I don't think we've tried compute shaders yet. |
Ok, I can probably get some of these to parse but I think I would have trouble getting the right AST for them. Seems like there will 5 main things for compute shaders
1 & 2 are needed actually for other shader stages since you can write to buffers from anywhere in the pipe now. Is this on anyone's radar presently? |
I've been aware of RWBuffer, but it's been far down on my priority list, so I haven't given it even as much thought as you just did in the previous post :). I had noticed the dereference operator on buffers in the SM5 syntax, but haven't thought about that much yet either. |
@dankbaker were you still going to submit a PR that fleshed out the relevant set of SV_* Otherwise, I want to move basic "to do" items to the issue #362, rather than tracking separate issues for things not done (or vice versa, but I think that can wait a month or so, and then we'll turn #362 into individual issues for what's still remaining). |
I can parse them sure, but I don't know enough about the AST to know how to -D On Wed, Aug 17, 2016 at 1:29 PM, John Kessenich notifications@github.com
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All the parsing is already done, as is the AST work. If you look at |
The SV_* is in, and the missing items are in issue #362, so closing this one. |
A very simple compute shader:
This shader has a number of compilation issues:
RWBuffer isn't even accepted as a token
u type registers aren't accepted as grammer
Doesn't appear that [numthreads(64,1,1)] attribute is parsed, or rather any attribute is parsed before a function.
This leads me to think that there is no work yet at all on Compute Shaders. The first 2 problems would manifest themselves on other shader stages since IIRC all shader stages can have UAVs in D3D12.
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