Comments (4)
They are not yet supported when targeting HLSL.
Currently we just directly translate them to GLSL/SPIRV.
from slang.
Is Sampler2D targeting HLSL critical to your use case?
from slang.
@swoods-nv yeah. I'm trying to run some existing shader code through slang. I unfortunately don't control this source code, so can't change it. It's rather old and uses combined sampler objects. Other than that, the majority of the code seems to work fine, which is quite promising.
from slang.
To give a little more info: The source code is base includes / built in shader code for shaders targeting the Unity game engine. I'd like to use Slang for user code which includes said source code, in order to make use of some of Slangs nice features such as autodiff.
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Related Issues (20)
- Fix CTS tests failures.
- Breakdown the runtime cost of Slang backend passes.
- constexpr doesn't work as expected when used on a function HOT 3
- Design documentation for DXIL linking of shader-modules
- Pointer example on User Guide doesn't work HOT 5
- Incorrect inlining of generic initializers HOT 1
- Throw an error when using `[[vk::binding]]` on global shader parameters
- Wrong matrix operations in Metal? HOT 6
- How to import modules :) HOT 1
- support for opengl HOT 4
- Investigate why the compiler warning level 4 is not working as expected HOT 2
- Shader reflection API issues HOT 2
- Update documentation for compilation API with profile information for new targets.
- Print warning when unsigned and signed integer types used for binary operators HOT 1
- Refactor of obfuscateModuleLocs
- typealias with interface does not work as expected HOT 4
- `Sampler2D` crashes the compiler when targeting host HOT 3
- OpenGL glsl target spits out *Index instead of *Id HOT 4
- Host code gets not properly excluded when building gpu target
- Add support for RWStructuredBuffer with 64bit index HOT 2
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from slang.