SPIRV-Cross/shaders
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
..
amd Rewrite everything to use Bitset rather than uint64_t. 2018-03-12 13:24:14 +01:00
asm MSL: Fix textures which are sampled and compared against. 2019-02-22 12:27:40 +01:00
comp Support bitcasts of 16-bit types. 2018-11-05 14:56:36 -06:00
desktop-only GLSL: Support extended arithmetic opcodes. 2018-11-13 14:50:46 +01:00
flatten Update glslang and SPIRV-Tools. 2018-09-27 11:10:22 +02:00
frag Register implied expression reads in OpLoad/OpAccessChain. 2019-01-04 14:56:12 +01:00
geom Add explicit in/out locations everywhere. 2017-06-21 09:39:08 +02:00
legacy Rewrite everything to use Bitset rather than uint64_t. 2018-03-12 13:24:14 +01:00
tesc Add explicit in/out locations everywhere. 2017-06-21 09:39:08 +02:00
tese Fix input array size in tessellation evaluation shaders. 2019-01-09 10:47:16 +01:00
vert Handle invariant decoration more robustly. 2018-11-22 11:55:57 +01:00
vulkan GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8. 2019-01-30 15:45:24 +01:00