Open
Description
Variability in gl_Position
calculations can break multi-pass rendering where the second pass needs DEPTH_EQUAL, as even minor changes due to floating point reassociation can change the value enough to fail the depth test.
For GLSL shaders can annotate variables with the precise
or invariant
qualifiers which turns into either NoContract
or Invariant
decorations in the SPIR-V. We should provide an option to force this for specific shader stages.
Metadata
Metadata
Assignees
Labels
No labels