SPIRV-Cross/reference
Chip Davis 5281d9997e MSL: Fix up input variables' vector lengths in all stages.
Metal is picky about interface matching. If the types don't match
exactly, down to the number of vector components, Metal fails pipline
compilation. To support pipelines where the number of components
consumed by the fragment shader is less than that produced by the vertex
shader, we have to fix up the fragment shader to accept all the
components produced.
2020-06-16 14:50:30 -05:00
..
opt MSL: Fix up input variables' vector lengths in all stages. 2020-06-16 14:50:30 -05:00
shaders GLSL: Improve support for GL_ARB_shader_draw_parameters in desktop GLSL. 2020-05-22 12:53:34 +02:00
shaders-hlsl HLSL: Implement image queries for UAV images. 2020-05-19 13:53:04 +02:00
shaders-hlsl-no-opt HLSL: Add native support for 16-bit types. 2020-06-04 12:33:56 +02:00
shaders-msl MSL: Fix up input variables' vector lengths in all stages. 2020-06-16 14:50:30 -05:00
shaders-msl-no-opt MSL: Avoid packed arrays in more cases. 2020-05-06 10:27:12 +02:00
shaders-no-opt GLSL: Handle the rest of GL_ARB_sparse_texture_clamp. 2020-06-08 13:40:11 +02:00
shaders-reflection Handle physical pointers in reflection API. 2020-05-25 13:45:49 +02:00
shaders-ue4/asm Roll SPIRV-Tools, SPIRV-Headers and GLSLang 2019-12-02 16:17:21 -05:00
shaders-ue4-no-opt/asm Roll SPIRV-Tools, SPIRV-Headers and GLSLang 2019-12-02 16:17:21 -05:00