SPIRV-Cross/reference/opt
Chip Davis 7ef52b04c3 MSL: Work around broken cube texture gradients on Apple Silicon.
To date, all released Apple Silicon GPUs incorrectly interpret the
gradient vectors when sampling a cube texture. Specifically, they ignore
one of the three partial derivatives in each gradient depending on the
selected major axis, and they expect the remaining derivatives to be
partially transformed.

h/t @lexaknyazev for the code used in the `spvGradientCube()` function.

Fixes 8 tests under `dEQP-VK.glsl.texture_functions.texturegrad.*`.
2023-11-27 15:03:26 -08:00
..
shaders GLSL: Use buffer_reference2 instead of 1. 2023-10-11 14:18:36 +02:00
shaders-hlsl HLSL: Declare sample mask array with proper module type. 2023-10-23 12:29:25 +02:00
shaders-msl MSL: Work around broken cube texture gradients on Apple Silicon. 2023-11-27 15:03:26 -08:00
shaders-ue4/asm MSL: Improve handling of sample masks. 2023-10-23 14:40:28 +02:00