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1560-reuse1
bitcast-builtin-compute
fix-1061
fix-1399
fix-1559
fix-1582
fix-1775
fix-1868
fix-1955-1956
fix-2009
fix-838
master
mesh-shaders
msl-dispatch-base
sdk-1.3.204
sdk-1.3.211
sdk-1.3.216
sdk-1.3.224
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Author
2022-05-27
Roll dependencies.
Hans-Kristian Arntzen
2022-05-18
Attempt more optimal codegen for OpCompositeInsert.
Hans-Kristian Arntzen
2022-03-04
MSL: Use var name instead of var-type name for flattened interface members.
Bill Hollings
2022-03-03
Add relax_nan_checks options.
Hans-Kristian Arntzen
2022-01-18
MSL: Rethink how opaque descriptors are passed to leaf functions.
Hans-Kristian Arntzen
2022-01-05
Roll dependencies.
Hans-Kristian Arntzen
2022-01-05
MSL: Move float2->3 TessCoord fixup to a better location.
Hans-Kristian Arntzen
2021-12-20
Fix gl_TessCoord arguments presence. Update reference shaders.
Nikita Fediuchin
2021-11-26
MSL: Add 64 bit switch support
Sebastián Aedo
2021-11-08
Separate (partially) the tracking of depth images from depth compare ops.
Bill Hollings
2021-09-29
MSL: Support synthetic functions in function constants.
Bill Hollings
2021-09-25
MSL: Use vec<T, n> in template SpvHalfTypeSelector for function spvQuantizeTo...
Bill Hollings
2021-09-24
MSL: Consolidate spvQuantizeToF16() functions into a single template function.
Bill Hollings
2021-09-24
MSL: Honor infinities in OpQuantizeToF16 when compiling using fast-math.
Bill Hollings
2021-09-05
Add tests for OpSpecConstantOp ops OpQuantizeToF16 and OpSRem.
Bill Hollings
2021-06-28
Handle SPIR-V 1.4 selection constructs.
Hans-Kristian Arntzen
2021-05-26
Add comment after inf/nan float number for clarifying.
xndcn
2021-04-29
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching m...
Lukas Taparauskas
2021-04-23
MSL: Use proper array for quad tess levels.
Hans-Kristian Arntzen
2021-04-19
MSL: Sort builtin IO block members by builtin type.
Hans-Kristian Arntzen
2021-01-08
Roll dependencies.
Hans-Kristian Arntzen
2021-01-07
MSL: Always enable Outputs in vertex stages.
Hans-Kristian Arntzen
2020-11-05
MSL: Support pull-model interpolation on MSL 2.3+.
Chip Davis
2020-08-21
Overhaul how we deal with reserved identifiers.
Hans-Kristian Arntzen
2020-07-24
MSL: Add support for processing more than one patch per workgroup.
Chip Davis
2020-05-20
Roll dependencies
dan sinclair
2020-05-06
MSL: Avoid packed arrays in more cases.
Hans-Kristian Arntzen
2020-05-06
Add missing reference files from PR merge.
Hans-Kristian Arntzen
2020-04-20
MSL: Allow removing clip distance user varyings.
Hans-Kristian Arntzen
2020-04-16
MSL: Force disabled fragment builtins to have the right name.
Chip Davis
2019-12-02
MSL: Support ClipDistance as an input stage variable.
Hans-Kristian Arntzen
2019-11-05
Move all .invalid shaders into no-opt folders.
Dan Sinclair
2019-11-05
Only run spirv-opt if the spirv is valid.
Dan Sinclair
2019-10-28
Remove another dead reference file.
Hans-Kristian Arntzen
2019-10-28
Remove dead reference file.
Hans-Kristian Arntzen
2019-10-26
MSL: Declare arrays with proper type wrapper.
Hans-Kristian Arntzen
2019-10-26
MSL: Do not declare array of UBO/SSBO as spvUnsafeArray<T>.
Hans-Kristian Arntzen
2019-10-24
MSL: Do not generate UnsafeArray<> for any array inside buffer objects.
Hans-Kristian Arntzen
2019-10-24
Moved all UE4 test shaders into 'shaders-ue4/' folder.
Lukas Hermanns
2019-10-22
Merge remote-tracking branch 'upstream/master'
Lukas Hermanns
2019-10-21
Removed bounds checks in favor of SPIRV-Tools pass '--graphics-robust-access'
Lukas Hermanns
2019-10-14
HLSL: Fix unrolled S/G LE/LT/GE/GT opcodes.
Hans-Kristian Arntzen
2019-09-27
Further updates for pull request #1162; also added two test cases for spvCube...
Lukas Hermanns
2019-09-25
Update for pull request #1162 rev. 1
Lukas Hermanns
2019-09-24
Updates for pull request #1162
Lukas Hermanns
2019-09-20
Merge branch 'ue4_dev'
Lukas Hermanns
2019-09-17
Updated reference Metal shaders.
Lukas Hermanns
2019-09-16
Renamed new test shaders to fit the naming convention in SPIRV-Cross.
Lukas Hermanns
2019-09-11
Update the Metal shaders to account for changes in the shader compilation.
Mark Satterthwaite
2019-09-04
UE4 shader reference for those shaders that will compile without the changes.
Mark Satterthwaite
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