[Migrated] Be more lenient on the vector type used for global_invocation_id
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Description
Issue automatically imported from old repo: https://github.com/EmbarkStudios/rust-gpu/issues/885
Old labels: t: ergonomics
Originally creatd by oisyn on 2022-07-13T09:45:42Z
From @hrydgard: The builtin #[spirv(global_invocation_id)] id: UVec3 needs to be declared as an UVec3, and then truncated if you want a Vec2. In HLSL and GLSL it's common to declare it as a 2-vector instead (UVec2) if you only care about x and y.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing how the builtin #[spirv(global_invocation_id)] declaration validates its vector type. Compare the current UVec3 requirement with the issue's requested UVec2 behavior, then identify relevant compiler tests or entry points. Done means a two-component declaration is accepted while preserving the existing three-component behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- compilers, computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100