SPIRV-Cross/reference/opt/shaders
Hans-Kristian Arntzen 2ed171e525 GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8.
Storage was in place already, so mostly just dealing with bitcasts and
constants.

Simplies some of the bitcasting logic, and this exposed some bugs in the
implementation. Refactor to use correct width integers with explicit bitcast opcodes.
2019-01-30 15:45:24 +01:00
..
amd Update glslang and SPIRV-Tools. 2018-09-27 11:10:22 +02:00
asm Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
comp GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
desktop-only GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
flatten Update glslang and SPIRV-Tools. 2018-09-27 11:10:22 +02:00
frag GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
geom Update tests for latest SPIRV-Tools and glslang. 2018-03-12 15:11:55 +01:00
legacy Update tests for latest SPIRV-Tools and glslang. 2018-03-12 15:11:55 +01:00
tesc Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
tese Fix input array size in tessellation evaluation shaders. 2019-01-09 10:47:16 +01:00
vert Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
vulkan GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00