SPIRV-Cross/reference/shaders
Hans-Kristian Arntzen 2ed171e525 GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8.
Storage was in place already, so mostly just dealing with bitcasts and
constants.

Simplies some of the bitcasting logic, and this exposed some bugs in the
implementation. Refactor to use correct width integers with explicit bitcast opcodes.
2019-01-30 15:45:24 +01:00
..
amd Remove some stale test files. 2018-04-27 10:33:27 +02:00
asm Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
comp GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
desktop-only GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
flatten Update glslang and SPIRV-Tools. 2018-09-27 11:10:22 +02:00
frag GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00
geom Add explicit in/out locations everywhere. 2017-06-21 09:39:08 +02:00
legacy Update tests for struct flattening. 2018-01-09 10:40:34 +01:00
tesc Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
tese Fix input array size in tessellation evaluation shaders. 2019-01-09 10:47:16 +01:00
vert Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +01:00
vulkan GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00