SPIRV-Cross/reference/opt/shaders-msl
Hans-Kristian Arntzen a4ac27546a MSL: Fix textures which are sampled and compared against.
depth2d in MSL only returns float, not float4, even for normal sampling.
We need to conditionally remap-swizzle back to float4.
2019-02-22 12:27:40 +01:00
..
asm MSL: Fix textures which are sampled and compared against. 2019-02-22 12:27:40 +01:00
comp Always value-cast FP16 constants instead of using literals. 2019-02-20 12:30:01 +01:00
desktop-only MSL: Don't bother fixing up triangle tess coords. 2019-02-20 14:30:44 -06:00
flatten Update a bunch of test cases that I missed. 2018-09-03 17:31:15 -05:00
frag Always value-cast FP16 constants instead of using literals. 2019-02-20 12:30:01 +01:00
legacy/vert CompilerMSL support matrices & arrays in stage-in & stage-out. 2018-06-12 11:41:35 -04:00
tesc MSL: Add support for tessellation control shaders. 2019-02-07 08:51:22 -06:00
tese MSL: Expand quad gl_TessCoord to a float3. 2019-02-20 09:11:24 -06:00
vert Take the vertex count from any indirect parameters passed. 2019-02-06 15:17:14 -06:00
vulkan Add support for 8- and 16-bit types to GLSL and MSL. 2018-11-01 10:20:57 -05:00