SPIRV-Cross/reference/shaders/asm
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
..
comp GLSL: Be more aggressive about using type_alias. 2020-07-29 12:48:41 +02:00
frag GLSL: Handle some extreme edge cases in Output variable initialization. 2021-01-05 12:06:36 +01:00
geom Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
tese GLSL: Deal with array loads from input in tessellation. 2019-03-21 11:50:53 +01:00
vert MSL: Always enable Outputs in vertex stages. 2021-01-07 11:24:47 +01:00