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AgeCommit message (Expand)Author
2020-12-01Add MIT dual license for the SPIRV-Cross API.Hans-Kristian Arntzen
2020-09-28Allow flip_vert_y in all relevant stages.Hans-Kristian Arntzen
2020-09-14Implement a simple evaluator of specialization constants.Hans-Kristian Arntzen
2020-06-29Implement context-sensitive expression read tracking.Hans-Kristian Arntzen
2020-06-18MSL: Deal with loading non-value-type arrays.Hans-Kristian Arntzen
2020-05-25Handle physical pointers in reflection API.Hans-Kristian Arntzen
2020-01-16Update license headers to 2020.2020-01-16Hans-Kristian Arntzen
2019-11-26Expose as public Compiler::update_active_builtins() and has_active_builtin().Bill Hollings
2019-10-26MSL: Rewrite propagated depth comparison state handling.Hans-Kristian Arntzen
2019-09-27Further updates for pull request #1162; also added two test cases for spvCube...Lukas Hermanns
2019-09-24Updates for pull request #1162Lukas Hermanns
2019-09-20Merge branch 'ue4_dev'Lukas Hermanns
2019-09-18Rearranged all 'UE Change' comments to match to project's coding style.Lukas Hermanns
2019-09-13Adjustments after rebase of ue4_dev branch.Lukas Hermanns
2019-09-11The result of an AccessChain intrinsic in SPIRV can be referenced by multiple...Mark Satterthwaite
2019-09-06SPIRV doesn't distinguish depth textures from regular textures, but Metal doe...Mark Satterthwaite
2019-09-06Refactor into stronger types in public API.Hans-Kristian Arntzen
2019-09-04Deal with call stacks when analyzing access.Hans-Kristian Arntzen
2019-09-04Analyze complex cases for fragment interlocks.Hans-Kristian Arntzen
2019-09-02Support the SPV_EXT_fragment_shader_interlock extension.Chip Davis
2019-08-28Run format_all.sh.Hans-Kristian Arntzen
2019-08-27GLSL: Assume image and sampler can be RelaxedPrecision.Hans-Kristian Arntzen
2019-08-27MSL: Deal with array copies from and to threadgroup.Hans-Kristian Arntzen
2019-08-27Move branchless analysis to CFG.Hans-Kristian Arntzen
2019-08-01Fix severe performance issue with invariant expression invalidation.Hans-Kristian Arntzen
2019-07-25Missed case where DoWhile continue block deals with Phi.Hans-Kristian Arntzen
2019-07-23Do not disable temporary forwarding when we suppress usage tracking.Hans-Kristian Arntzen
2019-07-19MSL: Begin rewrite of buffer packing logic.Hans-Kristian Arntzen
2019-06-26MSL: De-virtualize get_declared_struct_member_size.Hans-Kristian Arntzen
2019-06-21Merge pull request #1036 from KhronosGroup/msl-auto-bindingHans-Kristian Arntzen
2019-06-21Deal with OpPhi and case fallthrough.Hans-Kristian Arntzen
2019-06-21MSL: Rewrite how resource indices are fallback-assigned.Hans-Kristian Arntzen
2019-06-10Employ heuristics to figure out how to emit SSBO/UAV reflection names.Hans-Kristian Arntzen
2019-06-06Deal with case where a variable is dominated by inner part of a loop.Hans-Kristian Arntzen
2019-05-23MSL: Fix struct declaration order with complex type aliases.Hans-Kristian Arntzen
2019-04-26GLSL: Support GL_EXT_scalar_block_layout.2019-04-26Hans-Kristian Arntzen
2019-04-26GLSL: Implement GL_EXT_buffer_reference.Hans-Kristian Arntzen
2019-04-10Force complex loop in certain rare access chain scenarios.Hans-Kristian Arntzen
2019-04-09Do not use SmallVector as input type in public interfaces.Hans-Kristian Arntzen
2019-04-09Reduce pressure on global allocation.Hans-Kristian Arntzen
2019-04-05Detect invalid DoWhileLoop early.Hans-Kristian Arntzen
2019-03-29Add an option to override the namespace used for spirv_cross.Hans-Kristian Arntzen
2019-03-26Add reflection support for ray tracing acceleration structuresPatrick Mours
2019-03-15MSL: Implement Metal 2.0 indirect argument buffers.Hans-Kristian Arntzen
2019-03-01Add a stable C API for SPIRV-Cross.Hans-Kristian Arntzen
2019-02-19Fix edge case where opaque types can be declared on stack.Hans-Kristian Arntzen
2019-02-15Make is_tessellation_shader() static method protected.Chip Davis
2019-02-14MSL: Add support for tessellation evaluation shaders.Chip Davis
2019-02-14Move some interfaces out of public.Hans-Kristian Arntzen
2019-02-07MSL: Add support for tessellation control shaders.Chip Davis