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wgslWebGPU Shading Language IssuesWebGPU Shading Language Issues
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Shader optimizers can cause exact bit results of computations to vary slightly depending on how the stars align. This can mess up algorithms that run multiple passes on the same geometry. All algorithms that involve a depth compare function of "equal" will probably fall into this problem.
We should add an invariant
qualifier to the language to solve this problem. This qualifier indicates that the same local operation must produce consistent results, even if the global environment has changed.
MSL has this qualifier today on vertex function outputs (section 5.2.3.3 Vertex Function Output Attributes). GLSL has (essentially) the same thing. HLSL seems not to have it?
kvark
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wgslWebGPU Shading Language IssuesWebGPU Shading Language Issues