1. 13 May, 2017 2 commits
  2. 12 May, 2017 3 commits
  3. 10 May, 2017 6 commits
  4. 08 May, 2017 2 commits
  5. 05 May, 2017 1 commit
  6. 04 May, 2017 1 commit
  7. 03 May, 2017 3 commits
  8. 02 May, 2017 2 commits
  9. 30 Apr, 2017 1 commit
  10. 29 Apr, 2017 4 commits
  11. 28 Apr, 2017 6 commits
  12. 27 Apr, 2017 2 commits
  13. 26 Apr, 2017 1 commit
    • HLSL: add standard sample position return form of GetSamplePosition method · d4d0b297
      steve-lunarg authored
      Multisample textures support a GetSamplePosition() method intended to query
      positions given a sample index.  This cannot be truly implemented in SPIR-V,
      but #753 requested returning standard positions for the 1..16 cases, which
      this PR adds.  Anything besides that returns (0,0).  If the standard positions
      are not used, this will be wrong.
      
      This should be revisited when there is a real query available.
  14. 25 Apr, 2017 2 commits
  15. 22 Apr, 2017 1 commit
  16. 21 Apr, 2017 3 commits
    • Fix Android build errors · 15bb4370
      Daniel Koch authored
      glslang/MachineIndependent/iomapper.cpp:207:9: error: field 'resolver' will be initialized after field 'stage' [-Werror,-Wreorder]
            : resolver(r)
              ^
      glslang/MachineIndependent/iomapper.cpp:263:9: error: field 'resolver' will be initialized after field 'stage' [-Werror,-Wreorder]
            : resolver(r)
              ^
      hlsl/hlslParseHelper.cpp:70:5: error: field 'gsStreamOutput' will be initialized after field 'inputPatch' [-Werror,-Wreorder]
          gsStreamOutput(nullptr),
          ^
    • Merge pull request #849 from steve-lunarg/samplercmp-errmsg · 8a5718a9
      John Kessenich authored
      HLSL: add error for expected comparison sampler in SampleCmp* ops
    • HLSL: add error for expected comparison sampler in SampleCmp* ops · 3cbc32f4
      steve-lunarg authored
      This adds an error message if a non-comparison sampler is used with
      comparison sampling methods.  There's no functional change for correct shaders.