SPIRV-Cross/reference
Hans-Kristian Arntzen 226d837d7e HLSL: Use same logic as GLSL for picking cbuffer block name.
HLSL just picked the variable name which did not work as expected for
some users. Use the same logic as GLSL and set up declared_block_names,
so the actual name can be queried later.
2018-10-22 09:50:04 +02:00
..
opt HLSL: Use same logic as GLSL for picking cbuffer block name. 2018-10-22 09:50:04 +02:00
shaders Use GL_EXT_samplerless_texture_functions in Vulkan GLSL. 2018-09-27 13:36:38 +02:00
shaders-hlsl HLSL: Use same logic as GLSL for picking cbuffer block name. 2018-10-22 09:50:04 +02:00
shaders-hlsl-no-opt Declare OpSpecConstantOp up-front on relevant targets. 2018-05-15 14:20:16 +02:00
shaders-msl Make the test case a lot simpler. 2018-10-04 11:26:46 -05:00
shaders-msl-no-opt MSL: Swizzle gathers on depth textures as well. 2018-10-03 11:47:13 -05:00
shaders-no-opt Declare OpSpecConstantOp up-front on relevant targets. 2018-05-15 14:20:16 +02:00
shaders-reflection Prefix integer types with underscore 2018-06-21 09:24:22 -07:00