SPIRV-Cross/reference/shaders
Hans-Kristian Arntzen 79d63934a6 GLSL: Emit inline invariant position for mesh shaders.
Work around missing feature from GLSL. Normally we can emit a global
invariant gl_Position; and call it a day, but it does not work for mesh
shaders it seems. Declaring invariance inside an explicit IO block works
fine on the other hand ...
2023-08-17 12:45:54 +02:00
..
amd GLSL: Add more extension ladder fallbacks for unusual integer sizes. 2022-06-07 18:30:10 +02:00
asm GLSL: Emit inline invariant position for mesh shaders. 2023-08-17 12:45:54 +02:00
comp Add relax_nan_checks options. 2022-03-03 14:50:56 +01:00
desktop-only GLSL: Add more extension ladder fallbacks for unusual integer sizes. 2022-06-07 18:30:10 +02:00
flatten Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
frag Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
geom GLSL: Add support for transform_feedback3 geometry streams. 2020-09-30 13:01:35 +02:00
legacy GLSL: Fix expression reorder bug with legacy FMA fallback. 2023-03-30 17:24:11 +02:00
mesh GLSL: Implement GL_EXT_mesh_shader. 2022-09-05 11:25:04 +02:00
tesc Do not eagerly invalidate all active variables on a branch. 2019-07-24 11:17:30 +02:00
tese Roll GLSLang, SPIRV-Headers and SPIRV-Tools. 2020-07-22 23:03:11 -04:00
vert GLSL: Fix row-major workaround wrapper for ES. 2022-12-13 15:44:03 +01:00
vulkan Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00