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…cts instead of a copy
…e. input[2] * 0.5f (typically used in tessellation stage)
…and expect SV_Position only once
… locations for matrix/array)
…or fork PR support
Without the singular form, Stride.Graphics.props defaults it to Direct3D11 before the test SDK can derive it from StrideGraphicsApis.
- Gold fallback prefers SW renderer when source is SW - Gold dropdown options colored green/red based on threshold check - Add fixable detection: hint when alternate gold would pass - Add Select Fixable button and Delete Gold action - Add /api/gold/delete endpoint - Kill previous instance via compare-gold.cmd before rebuild
Remove the 2047/2048 f16 clamp that capped HDR values on all platforms. Replaced with a denominator > 0 NaN guard in the decompressor to handle the edge case where maxComponent rounds to 1.0 in f16 (e.g. on SwiftShader).
The lazy inner double-check in ShaderLoaderBase.LoadExternalBuffer skipped ValidateCachedHashes, so when the outer check detected a source hash mismatch and fell through, the inner check would hit the same (memory-cached) stale entry and return it unchanged. Now the inner check also validates hashes.
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Reproducible Windows x64 build of Mesa's spirv_to_dxil library. Workflow produces an artifact that can be downloaded and checked in to sources/shaders/Stride.Shaders.Compilers/native/. Minimal Meson config (no LLVM, no Vulkan drivers, no Gallium) — only builds the spirv_to_dxil target.
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WIP (created as non-draft for CI testing)
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