SPIRV-Cross/reference
Hans-Kristian Arntzen 7a6c2da9aa GLSL: Handle more proper semantics for RelaxedPrecision.
GLSL and RelaxedPrecision are quite different in what they affect.
RelaxedPrecision affects operations, while this is merely implied in
GLSL based on inputs.

This leads to situations where we have to promote mediump inputs to
highp, and the simplest approach is to force highp temporaries for
inputs which are consumed in a highp context. For completeness, we also
demote RelaxedPrecision inputs to mediump variables.

PHI is handled by copying the PHI into a temporary.

We have to be very careful with hoisted temporaries, since the child
temporary will not be analyzed up-front. We inherit the hoisted-ness
state and emit the hoisted child temporary as necessary. When faking the
temporaries with OpCopyObject, we make sure to block any variable
hoisting.

Hoisting children of PHI variables is fine, since PHIs are not hoisted with
the same framework as other temporaries.
2022-05-02 15:11:24 +02:00
..
opt GLSL: Handle more proper semantics for RelaxedPrecision. 2022-05-02 15:11:24 +02:00
shaders GLSL: Handle more proper semantics for RelaxedPrecision. 2022-05-02 15:11:24 +02:00
shaders-hlsl HLSL: Disable FXC testing for rayquery shaders. 2022-03-22 12:34:43 +01:00
shaders-hlsl-no-opt Fixup names of anonymous inner structs. 2022-03-10 15:45:38 +01:00
shaders-msl MSL: Emit interface block members of array length 1 as arrays instead of scalars. 2022-04-26 20:39:18 -04:00
shaders-msl-no-opt MSL: Handle awkward mix and match of Offset / ArrayStride in constants. 2022-03-22 12:25:09 +01:00
shaders-no-opt GLSL: Handle more proper semantics for RelaxedPrecision. 2022-05-02 15:11:24 +02:00
shaders-reflection remove newline at eof 2022-04-26 19:15:51 +02:00
shaders-ue4/asm Do not forward expressions which carry a huge amount of dependencies. 2022-01-17 13:45:12 +01:00
shaders-ue4-no-opt/asm MSL: Selectively enable fast-math in MSL code to match Vulkan CTS results. 2021-09-22 18:58:31 -04:00