Comments (6)
Just to make sure I get it: NV_X_RIGHT
and NV_VIEWPORT_MASK
are HLSL semantics, yes? So I need to convert uses of shader outputs with those semantics into uses of the corresponding GLSL builtins.
Do we know if glslang supports the extension?
from slang.
Yes.
https://github.com/KhronosGroup/glslang/commits/master?author=chaoc
from slang.
I've looked into this a bit:
-
The main challenge is that the mask output is a vector in HLSL, but an (unsized) array in GLSL
-
A secondary challenge is that the mask is given type
uint
in HLSL andint
in GLSL -
A tertiary challenge is that the HLSL extension just adds a second "right eye" output, and still uses
SV_Position
while the GLSL extension seems to replacegl_Position
with an array of outputs
These are all surmountable, but require a bit more infrastructure for dealing with mapping system-value semantics to gl_*
variables that may not match exactly in type.
from slang.
Implemented in #129
from slang.
Reopening. My current implementing is totally bogus.
from slang.
Closing. There is no demand from current users for single-pass stereo.
from slang.
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from slang.