SPIRV-Cross/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 GLSL: Add tests for subgroup iadd, fadd, imul, fmul 2023-05-01 15:51:54 +03:00
frag GLSL: Handle textureGatherOffsets properly. 2023-01-12 16:27:11 +01:00
legacy/frag GLSL: Use for-loop fallback instead of do/while for legacy ESSL. 2020-06-29 12:50:31 +02:00
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