- Oct 31, 2018
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Ashwin Lele authored
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- Oct 26, 2018
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John Kessenich authored
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Neil Henning authored
UniformAndStorageBuffer8BitAccess capability. When using the 8-bit storage extension it basically always used the `UniformAndStorageBuffer8BitAccess` capability, even in cases where it wasn't required. For instance if we are targeting Vulkan 1.1 (SPIR-V 1.3 or higher), and we are only using 8-bit types in an SSBO, we only need the `StorageBuffer8BitAccess` capability. I fixed this by enabling storage buffer use in Vulkan 1.1 / SPIR-V 1.3 or higher, and then changing the logic to match. I also added some tests that will output different capabilities when run on Vulkan 1.0 and 1.1, thus they are added twice to the test list (one for each version). Fixes #1539
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Sahil Parmar authored
- Emit relevant capability/extension for use of perprimitiveNV in fragment shader - Remove redundant checks for mesh shader qualifiers in glslang.y - Add profile version check for use of extension GL_NV_mesh_shader - Add a new gtest for use of perprimitiveNV in fragment shader
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- Oct 25, 2018
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John Kessenich authored
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- Oct 17, 2018
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Rex Xu authored
The max count of arguments is 5 when image2DMS/image2DMSArray is specified.
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- Oct 16, 2018
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Jeff Bolz authored
Fix flags.nonprivate to be true for workgroup memory, which is implicitly workgroupcoherent/nonprivate
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- Oct 05, 2018
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Chao Chen authored
For GL_NV_geometry_shader_passthrough extension, the Inferred output primitive for ElgTriangles should be ElgTriangleStrip. Also removed unnecessary relax for GL_NV_geometry_shader_passthrough in link validate
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- Oct 04, 2018
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Sahil Parmar authored
Apart from allowing redeclaration of gl_MeshPerVertexNV and gl_MeshPerPrimitiveNV blocks, this change also - - Resize clip/cull perview distances based on static index use - Error out use of both single-view and per-view builtins - Add new gtests with redeclared blocks and edit existing test output - Fix couple of typos
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- Sep 26, 2018
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Sahil Parmar authored
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- Sep 25, 2018
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Sahil Parmar authored
- Add ES 320 support - Error out use of perprimitiveNV for non mesh/fragment shaders - Error out use of mesh/task shaders w/o use of NV_mesh_shader - Error out use of NV_mesh_shader for non task/mesh shaders - Error out use of perviewNV for non mesh shaders - Error out use of taskNV for non mesh/task shaders - Add test case for mesh shader with ES 320 profile
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- Sep 20, 2018
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John Kessenich authored
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- Sep 19, 2018
- Sep 11, 2018
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John Kessenich authored
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- Sep 10, 2018
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John Kessenich authored
Put quote marks around strings, due to a change in how tokenization works.
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- Sep 07, 2018
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Jeff Bolz authored
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- Aug 23, 2018
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John Kessenich authored
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John Kessenich authored
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- Aug 16, 2018
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John Kessenich authored
Only when operations stray outside the 8/16-bit storage-capabilities are the general (pure 8/16-bit) capabilities needed.
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- Aug 13, 2018
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John Kessenich authored
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- Aug 09, 2018
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John Kessenich authored
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- Aug 06, 2018
- Jul 27, 2018
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John Kessenich authored
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- Jul 25, 2018
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John Kessenich authored
Match https://github.com/KhronosGroup/GLSL/pull/22
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- Jul 23, 2018
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John Kessenich authored
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John Kessenich authored
Tracks https://github.com/KhronosGroup/GLSL/pull/22.
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John Kessenich authored
Fixes #854. But, only good if we are not trying to use the same texture for both shadow and non-shadow constructors. Force the type of the texture to have 'shadow' set when it is constructed with a samplerShadow.
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- Jul 20, 2018
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John Kessenich authored
Fixes #1309.
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- Jul 19, 2018
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John Kessenich authored
This is one step in providing full linker functionality for creating correct SPIR-V from multiple compilation units for the same stage. (This was the only remaining "hard" part. The rest should be simple.)
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- Jul 12, 2018
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John Kessenich authored
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- Jul 11, 2018
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John Kessenich authored
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- Jul 10, 2018
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dmpakas authored
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- Jul 05, 2018
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Arseny Kapoulkine authored
When constructing a matrix from another matrix with smaller dimensions, there's no need to extract the scalars out of columns and rebuild the resulting matrix from scalars - instead, we can just construct shorter vectors with OpShuffle and combine them to the final result. This keeps the common casts such as mat3(mat4) in vector registers, which may improve performance for some GPUs, and cleans up output of translation tools like SPIRV-Cross. Fixes #1412.
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