SPIRV-Cross/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 MSL: Fix OpAtomicIIncrement and OpAtomicIDecrement. 2018-09-11 17:29:54 -05:00
comp MSL: Support array-of-arrays composite construction. 2018-09-12 10:25:51 +02:00
desktop-only MSL: Throw error on multisampled array textures. 2018-09-03 10:21:59 +02:00
flatten Use declared binding in SPIR-V as a fallback for explicit MSL binds. 2018-04-04 12:25:11 +02:00
frag MSL: Handle the SamplePosition builtin. 2018-09-13 09:34:28 -05:00
legacy/vert Enhance MSL testing and add numerous MSL test cases. 2017-01-30 22:55:21 -05:00
vert MSL: Handle the ViewportIndex builtin. 2018-09-18 09:52:30 -05:00
vulkan MSL: Do not emit function constants for version < 1.2. 2018-09-07 09:33:34 +02:00