Difference in output SPIRV capability between GLSL and slang when using uint16_t, int8 #6383
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expipiplus1
georgeouzou
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The following shader seems to output the capability Int16, whereas when i compile a similar GLSL compute shader it does not. It outputs StorageBuffer16BitAccess as it correctly should based on the SPIRV spec. The short values are only loaded and converted to uint values. A similar thing happens with int8 (and i presume with float16) |
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Answered by
expipiplus1
Mar 14, 2025
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I think this probably deserves a bug report if we're outputting capabilities more restrictive than required |
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georgeouzou
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I think this probably deserves a bug report if we're outputting capabilities more restrictive than required