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For context: I compile shaders in a temporary directory to handle include paths without the need of shipping the shaders in local directories as permanent files.
Anyway the causing problem is that these HLSL shaders utilize constant expression for their bitmasks like this:
These constant expressions seem not be handled properly though. Because the parser tells me, it wouldn't expect such an expression or it tries to parse it as a variable which it can't find. I'm usually not working with HLSL. So I'm not sure whether these expressions are in spec or not. But I assume it should be interpreted as binary values (0b01u -> 1) and (0b10u -> 2).
The text was updated successfully, but these errors were encountered:
FWIW, the 0b syntax seems to be accepted as an initializer by glslang, but is not correctly generating the right value to store into u. The following compiles with compiler error, but does not generate the correct value for the 0b constant:
I was trying to compile the shadow denoiser shaders from here with Glslang but I ran into an issue:
For context: I compile shaders in a temporary directory to handle include paths without the need of shipping the shaders in local directories as permanent files.
Anyway the causing problem is that these HLSL shaders utilize constant expression for their bitmasks like this:
These constant expressions seem not be handled properly though. Because the parser tells me, it wouldn't expect such an expression or it tries to parse it as a variable which it can't find. I'm usually not working with HLSL. So I'm not sure whether these expressions are in spec or not. But I assume it should be interpreted as binary values (0b01u -> 1) and (0b10u -> 2).
The text was updated successfully, but these errors were encountered: