SPIRV-Cross/reference/shaders-msl
Hans-Kristian Arntzen 7b9e0fb428 MSL: Implement OpArrayLength.
This gets rather complicated because MSL does not support OpArrayLength
natively. We need to pass down a buffer which contains buffer sizes, and
we compute the array length on-demand.

Support both discrete descriptors as well as argument buffers.
2019-05-27 16:13:09 +02:00
..
asm MSL: Fix struct declaration order with complex type aliases. 2019-05-23 14:54:04 +02:00
comp MSL: Implement OpArrayLength. 2019-05-27 16:13:09 +02:00
desktop-only Fix tests for device->constant address space change in MSL tessellation control shader generation. 2019-04-10 18:37:04 +01:00
flatten MSL: Emit F{Min,Max,Clamp} as fast:: and N{Min,Max,Clamp} as precise::. 2018-09-01 23:01:46 -05:00
frag MSL: Implement OpArrayLength. 2019-05-27 16:13:09 +02:00
legacy/vert CompilerMSL support matrices & arrays in stage-in & stage-out. 2018-06-12 11:41:35 -04:00
tesc Fix tests for device->constant address space change in MSL tessellation control shader generation. 2019-04-10 18:37:04 +01:00
tese MSL: Use vectors for the tessellation level builtins in tese shaders. 2019-02-22 12:18:51 -06:00
vert MSL: Cast texture_buffer index to uint. 2019-04-23 12:46:48 +02:00
vulkan Remove fallback for OpGroupNonUniformElect. 2019-05-16 13:42:09 -05:00