This blog post discusses how HLSL semantic strings are translated into SPIR-V location numbers for Vulkan shader inter-stage interface matching in the SPIR-V CodeGen of DirectXShaderCompiler (DXC). It is one of the “HLSL for Vulkan” series.
This blog post discusses how to manage resources in HLSL for Vulkan, using the SPIR-V CodeGen of DirectXShaderCompiler (DXC). It is one of the “HLSL for Vulkan” series.
This blog post discusses how HLSL matrices are translated into SPIR-V for Vulkan consumption in the SPIR-V CodeGen of DirectXShaderCompiler. It is one of the “HLSL for Vulkan” series.