SPIRV-Cross/reference/opt/shaders-msl
Chip Davis 0e9ad14ba6 MSL: Handle the ViewportIndex builtin.
This requires MSL 2.0+.

Also, force `ViewportIndex` and `Layer` to be defined as the correct
type, which is always `uint` in MSL.

Since Metal doesn't yet have geometry shaders, the vertex shader (or
tessellation evaluation shader == "post-tessellation vertex shader" in
Metal jargon) is the only kind of shader that can set this output. This
currently requires an extension to Vulkan, which causes validation of
the SPIR-V binaries for the test cases to fail. Therefore, the test
cases are marked "invalid", even though they're actually perfectly valid
SPIR-V--they just won't work without the
`SPV_EXT_shader_viewport_index_layer` extension.
2018-09-18 09:52:30 -05:00
..
asm Merge pull request #698 from KhronosGroup/fix-695 2018-09-17 14:54:58 +02:00
comp MSL: Support array-of-arrays composite construction. 2018-09-12 10:25:51 +02:00
desktop-only Add some uncommitted reference files. 2018-09-03 12:39:40 +02:00
flatten Update a bunch of test cases that I missed. 2018-09-03 17:31:15 -05:00
frag Use a hook to emit a local for the sample position. 2018-09-17 11:51:09 -05:00
legacy/vert CompilerMSL support matrices & arrays in stage-in & stage-out. 2018-06-12 11:41:35 -04:00
vert MSL: Handle the ViewportIndex builtin. 2018-09-18 09:52:30 -05:00
vulkan Use correct spirv-cross version when testing MSL 1.1 shaders. 2018-09-07 09:45:25 +02:00