SPIRV-Cross/reference/shaders-msl
Chip Davis 1df47db6ba Support the SPV_KHR_post_depth_coverage extension.
Using the `PostDepthCoverage` mode specifies that the `gl_SampleMaskIn`
variable is to contain the computed coverage mask following the early
fragment tests, which this mode requires and implicitly enables.

Note that unlike Vulkan and OpenGL, Metal places this on the sample mask
input itself, and furthermore does *not* implicitly enable early
fragment testing. If it isn't enabled explicitly with an
`[[early_fragment_tests]]` attribute, the compiler will error out. So we
have to enable that mode explicitly if `PostDepthCoverage` is enabled
but `EarlyFragmentTests` isn't.

For Metal, only iOS supports this; for some reason, Apple has yet to
implement it on macOS, even though many desktop cards support it.
2019-07-11 10:28:43 -05:00
..
asm Handle more cases with FP16 and texture sampling. 2019-06-27 15:04:22 +02:00
comp Merge pull request #1067 from cdavis5e/msl-scalar-block-layout 2019-07-11 13:03:03 +02:00
desktop-only MSL: Rewrite how resource indices are fallback-assigned. 2019-06-21 12:54:08 +02:00
flatten MSL: Rewrite how resource indices are fallback-assigned. 2019-06-21 12:54:08 +02:00
frag Support the SPV_KHR_post_depth_coverage extension. 2019-07-11 10:28:43 -05:00
legacy/vert CompilerMSL support matrices & arrays in stage-in & stage-out. 2018-06-12 11:41:35 -04:00
tesc Fix tests for device->constant address space change in MSL tessellation control shader generation. 2019-04-10 18:37:04 +01:00
tese MSL: Rewrite how resource indices are fallback-assigned. 2019-06-21 12:54:08 +02:00
vert MSL: Handle packed matrices. 2019-07-10 18:37:31 -05:00
vulkan MSL: Handle packed matrices. 2019-07-10 18:37:31 -05:00