SPIRV-Cross/reference
Chip Davis f3c0942d10 MSL: Use vectors for the tessellation level builtins in tese shaders.
The tessellation levels in Metal are stored as a densely-packed array of
half-precision floating point values. But, stage-in attributes in Metal
have to have offsets and strides aligned to a multiple of four, so we
can't add them individually. Luckily for us, the arrays have lengths
less than 4. So, let's use vectors for them!

Triangles get a single attribute with a `float4`, where the outer levels
are in `.xyz` and the inner levels are in `.w`. The arrays are unpacked
as though we had added the elements individually. Quads get two: a
`float4` with the outer levels and a `float2` with the inner levels.
Further, since vectors can be indexed as arrays, there's no need to
unpack them in this case.

This also saves on precious vertex attributes. Before, we were using up
to 6 of them. Now we need two at most.
2019-02-22 12:18:51 -06:00
..
opt MSL: Use vectors for the tessellation level builtins in tese shaders. 2019-02-22 12:18:51 -06:00
shaders MSL: Fix textures which are sampled and compared against. 2019-02-22 12:27:40 +01:00
shaders-hlsl MSL: Fix textures which are sampled and compared against. 2019-02-22 12:27:40 +01:00
shaders-hlsl-no-opt MSL: Fix case where we pass arrays to functions by value. 2019-01-14 11:00:14 +01:00
shaders-msl MSL: Use vectors for the tessellation level builtins in tese shaders. 2019-02-22 12:18:51 -06:00
shaders-msl-no-opt Pass the original pointer type to ensure_correct_attribute_type(). 2019-02-11 16:07:43 -06:00
shaders-no-opt Fix edge case where opaque types can be declared on stack. 2019-02-19 17:28:31 +01:00
shaders-reflection Fix edge case where opaque types can be declared on stack. 2019-02-19 17:28:31 +01:00