Hello again :)
With the release of shader-fp16 I was experimenting with FP16 and writing a convolution filter operation. Inside the shader I created an accumulator of F16
`let accum = vec4<f16>(0,0,0,0)`
I save the computed values inside this accumulator.
`accum[0] += dot(vec4_f16_a, vec4_f16_b);`
This works perfectly fine on Mac M1 but throws shader validation error on my Windows with i7 integrated graphics.
Because it works on Mac but not Windows I feel this probably an API related issue.
Error:
- "Something bad happened: DXC compile failed with: hlsl.hlsl:1:16: warning: possible effect annotation ignored - effect syntax is deprecated [-Weffects-syntax]
void set_vector<float16_t, 4>(inout vector<float16_t, 4> vec, int idx, float16_t val) {
^
hlsl.hlsl:1:6: error: variable has incomplete type 'const void'
void set_vector<float16_t, 4>(inout vector<float16_t, 4> vec, int idx, float16_t val) {
^
hlsl.hlsl:12:2: error: expected ';' after top level declarator
}
^
;
- While calling [Device].CreateComputePipeline([ComputePipelineDescriptor \"test\"]).
"