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'u_xlatb2.y' will get an incorrect result, as 'u_xlatb2.x' in the previous step has been changed.
So the next logics which're using 'x_xlatb2.y', will get the error results
u_xlatu0 = gl_GlobalInvocationID.x + 1u; // u_xlatu0 --> checkIndex (in HLSL)
u_xlatb2.xyz =notEqual(u_xlati2.xyzz, ivec4(0, 0, 0, 0)).xyz; // x --> (checkIndex&1), y --> (g_MaskX&1), z --> (g_MaskY&1)
u_xlatb2.x = u_xlatb2.y && u_xlatb2.x; // u_xlatb2.x --> (checkIndex&1) && (g_MaskX&1)
u_xlatb2.y = u_xlatb2.z && u_xlatb2.x; // Error: u_xlatb2.y --> (checkIndex&1) && (g_MaskX&1) && (g_MaskY&1),// it should be (checkIndex&1) && (g_MaskY&1)
Issue2: countbits function convert
The bitCount argument is incorrect, when 'z' is 0 and 'x' greater 0, the 'u_xlati0' will get an incorrect result.
u_xlati0.xz = bitCount(ivec4(u_xlatu2.zzxz));
For the detail compilation information, please check Here
The text was updated successfully, but these errors were encountered:
Hi,
I found 2 issues in the generated GLSL logic
The HLSL source:
The generated GLSL source:
Issue1: Incorrect reuse variables
'u_xlatb2.y' will get an incorrect result, as 'u_xlatb2.x' in the previous step has been changed.
So the next logics which're using 'x_xlatb2.y', will get the error results
Issue2: countbits function convert
The bitCount argument is incorrect, when 'z' is 0 and 'x' greater 0, the 'u_xlati0' will get an incorrect result.
For the detail compilation information, please check Here
The text was updated successfully, but these errors were encountered: