SPIRV-Cross/reference/shaders-msl
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
..
amd Updates for pull request #1162 2019-09-24 14:35:25 -04:00
asm MSL: Avoid packed arrays in more cases. 2020-05-06 10:27:12 +02:00
comp MSL: Avoid packed arrays in more cases. 2020-05-06 10:27:12 +02:00
desktop-only MSL: Allow removing clip distance user varyings. 2020-04-20 09:58:40 +02:00
flatten MSL: Do not generate UnsafeArray<> for any array inside buffer objects. 2019-10-24 12:22:30 +02:00
frag MSL: Fix up input variables' vector lengths in all stages. 2020-06-16 14:50:30 -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: Declare arrays with proper type wrapper. 2019-10-26 17:57:34 +02:00
tese MSL: Declare arrays with proper type wrapper. 2019-10-26 17:57:34 +02:00
vert MSL: Fix up input variables' vector lengths in all stages. 2020-06-16 14:50:30 -05:00
vulkan Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00