SPIRV-Cross/reference/shaders-no-opt
Hans-Kristian Arntzen 79d63934a6 GLSL: Emit inline invariant position for mesh shaders.
Work around missing feature from GLSL. Normally we can emit a global
invariant gl_Position; and call it a day, but it does not work for mesh
shaders it seems. Declaring invariance inside an explicit IO block works
fine on the other hand ...
2023-08-17 12:45:54 +02:00
..
asm GLSL: Emit inline invariant position for mesh shaders. 2023-08-17 12:45:54 +02:00
comp Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
frag GLSL: Handle textureGatherOffsets properly. 2023-01-12 16:27:11 +01:00
legacy/frag Use --preserve-numeric-ids when assembling test shaders. 2023-06-23 14:54:16 -07:00
mesh GLSL: Emit inline invariant position for mesh shaders. 2023-08-17 12:45:54 +02:00
task Update mesh/task test references. 2022-09-12 12:46:14 +02:00
vert GLSL: Add option to force flattening IO blocks. 2020-07-28 15:16:06 +02:00
vulkan Add test for SPIR-V 1.6 Volatile HelperInvocation. 2022-03-04 11:19:33 +01:00