* Implement vertex and geometry shader conversion to compute * Call InitializeReservedCounts for compute too * PR feedback * Set clip distance mask for geometry and tessellation shaders too * Transform feedback emulation only for vertex |
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|---|---|---|
| .. | ||
| CodeGenContext.cs | ||
| Declarations.cs | ||
| EnumConversion.cs | ||
| Instructions.cs | ||
| IoMap.cs | ||
| OperationResult.cs | ||
| SpirvDelegates.cs | ||
| SpirvGenerator.cs | ||