Set api base line to 1.1 when using slang and enable SPIRV 1.4
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2 changed files with 12 additions and 1 deletions
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@ -89,6 +89,15 @@ VkResult VulkanExampleBase::createInstance()
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}
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}
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// Shaders generated by Slang require a certain SPIR-V environment that can't be satisfied by Vulkan 1.0, so we need to expliclity up that to at least 1.1 and enable some required extensions
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if (shaderDir == "slang") {
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if (apiVersion < VK_API_VERSION_1_1) {
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apiVersion = VK_API_VERSION_1_1;
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}
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enabledDeviceExtensions.push_back(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
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}
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VkApplicationInfo appInfo{};
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appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
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appInfo.pApplicationName = name.c_str();
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@ -2,4 +2,6 @@
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This folder contains the shaders used by the samples. Source files are available in GLSL, HLSL and [slang](https://shader-slang.org/) and also come with precompiled SPIR-V files that are consumed by the samples. To recompile shaders you can use the `compileshaders.py` scripts in the respective folders or any other means that can generate Vulkan SPIR-V from GLSL, HLSL or slang. One such option is [this extension for Visual Studio](https://github.com/SaschaWillems/SPIRV-VSExtension).
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Note that not all samples may come with all shading language variants. So some samples that have GLSL source files might not come with HLSL and/or slang source files.
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Note that not all samples may come with all shading language variants. So some samples that have GLSL source files might not come with HLSL and/or slang source files.
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A note for using **slang** shaders: These require a different SPIR-V environment than glsl/hlsl. When selecting slang shaders, the base requirement for all samples is raised to at least Vulkan 1.1 with the SPIRV 1.4 extension.
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