SPIRV-Cross/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 Rewrite everything to use Bitset rather than uint64_t. 2018-03-12 13:24:14 +01:00
asm Update to latest glslang/SPIRV-Tools. 2019-01-30 13:41:57 +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