SPIRV-Cross/reference/shaders-msl-no-opt
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
..
asm MSL: Support layered input attachments. 2020-09-02 09:18:25 -05:00
comp MSL: Workaround broken vector -> scalar access chain in MSL. 2020-07-06 10:03:44 +02:00
components MSL: Deal with padded fragment output + Component decoration. 2020-01-07 17:02:12 +01:00
frag MSL: Use input attachment index directly for resource index fallback. 2020-07-06 09:49:46 +02:00
packing MSL: Do not emit swizzled writes in packing fixups. 2020-07-06 10:03:46 +02:00
vert MSL: Add tests for array copies in and out of buffers. 2020-06-18 11:59:02 +02:00
vulkan/frag Update for pull request #1162 rev. 1 2019-09-24 18:13:04 -04:00