SPIRV-Cross/reference/shaders
Hans-Kristian Arntzen a4a9b53b5b MSL: Always enable Outputs in vertex stages.
Subsequent stages can legally attempt to read from these variables,
which causes compilation failure.

Always make sure we emit user outputs in vertex shaders if they are
active in the entry point.
2021-01-07 11:24:47 +01:00
..
amd Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
asm MSL: Always enable Outputs in vertex stages. 2021-01-07 11:24:47 +01:00
comp GLSL: Be more aggressive about using type_alias. 2020-07-29 12:48:41 +02:00
desktop-only GLSL: Be more aggressive about using type_alias. 2020-07-29 12:48:41 +02:00
flatten Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
frag Normalize all internal workaround methods to use spv prefix. 2020-11-23 15:42:27 +01:00
geom GLSL: Add support for transform_feedback3 geometry streams. 2020-09-30 13:01:35 +02:00
legacy Normalize all internal workaround methods to use spv prefix. 2020-11-23 15:42:27 +01:00
tesc Do not eagerly invalidate all active variables on a branch. 2019-07-24 11:17:30 +02:00
tese Roll GLSLang, SPIRV-Headers and SPIRV-Tools. 2020-07-22 23:03:11 -04:00
vert Normalize all internal workaround methods to use spv prefix. 2020-11-23 15:42:27 +01:00
vulkan GLSL: Emit storage qualifiers for buffer_reference. 2020-11-23 16:26:33 +01:00