SPIRV-Cross/reference/shaders-msl
Chip Davis 4cf840ee7b MSL: Support layered input attachments.
These need to use arrayed texture types, or Metal will complain when
binding the resource. The target layer is addressed relative to the
Layer output by the vertex pipeline, or to the ViewIndex if in a
multiview pipeline. Unlike with the s/t coordinates, Vulkan does not
forbid non-zero layer coordinates here, though this cannot be expressed
in Vulkan GLSL.

Supporting 3D textures will require additional work. Part of the problem
is that Metal does not allow texture views to subset a 3D texture, so we
need some way to pass the base depth to the shader.
2020-09-02 09:18:25 -05:00
..
amd Updates for pull request #1162 2019-09-24 14:35:25 -04:00
asm Overhaul how we deal with reserved identifiers. 2020-08-21 16:33:27 +02:00
comp Fix #1445: MSL: Enclose args when convert distance(a,b) to abs(a-b) 2020-08-13 21:16:08 +08:00
desktop-only MSL: Add support for processing more than one patch per workgroup. 2020-07-23 17:59:54 -05:00
flatten MSL: Do not generate UnsafeArray<> for any array inside buffer objects. 2019-10-24 12:22:30 +02:00
frag MSL: Support layered input attachments. 2020-09-02 09:18:25 -05:00
intel Updates for pull request #1162 2019-09-24 14:35:25 -04:00
legacy/vert Updates for pull request #1162 2019-09-24 14:35:25 -04:00
tesc MSL: Fix handling of matrices and structs in the output control point array. 2020-08-03 17:18:18 -05:00
tese Roll GLSLang, SPIRV-Headers and SPIRV-Tools. 2020-07-22 23:03:11 -04:00
vert Overhaul how we deal with reserved identifiers. 2020-08-21 16:33:27 +02:00
vulkan MSL: Don't set the layer for multiview if the device doesn't support it. 2020-09-01 19:30:28 -05:00