SPIRV-Cross/reference
Chip Davis b29f83c383 MSL: Add options to control emission of fragment outputs.
Like with `point_size` when not rendering points, Metal complains when
writing to a variable using the `[[depth]]` qualifier when no depth
buffer be attached. In that case, we must avoid emitting `FragDepth`,
just like with `PointSize`.

I assume it will also complain if there be no stencil attachment and the
shader write to `[[stencil]]`, or it write to `[[color(n)]]` but there
be no color attachment at n.
2020-04-13 15:29:11 -05:00
..
opt MSL: Add options to control emission of fragment outputs. 2020-04-13 15:29:11 -05:00
shaders Add test for disable-storage-image-qualifier-deduction. 2020-03-04 16:42:31 +01:00
shaders-hlsl HLSL: Add support for treating NonWritable UAV texture as SRV instead. 2020-04-03 11:50:50 +02:00
shaders-hlsl-no-opt Add support for forcefully zero-initialized variables. 2020-03-26 13:38:27 +01:00
shaders-msl MSL: Add options to control emission of fragment outputs. 2020-04-13 15:29:11 -05:00
shaders-msl-no-opt MSL: Do not use base expression with PhysicalTypeID OpCompositeExtract. 2020-04-07 18:25:44 +02:00
shaders-no-opt Add support for forcefully zero-initialized variables. 2020-03-26 13:38:27 +01:00
shaders-reflection Reflection: Add array stride/matrix stride reflection. 2020-01-15 17:01:35 +01:00
shaders-ue4/asm Roll SPIRV-Tools, SPIRV-Headers and GLSLang 2019-12-02 16:17:21 -05:00
shaders-ue4-no-opt/asm Roll SPIRV-Tools, SPIRV-Headers and GLSLang 2019-12-02 16:17:21 -05:00