* Add Metal Shading Language version options to shaderc. Reference version options from: https://developer.apple.com/documentation/metal/mtllanguageversion?language=objc
Add configuration options for MSL compiler based on MSL version and Platform
Configure MSL->SPIR-V version configuration based on when ray tracing types become available
Set default metal compiler option to be metal 1.2, which is the default version assigned in the current SPIRV-Cross being used
* Add Metal Shading Language version options to shaderc. Reference version options from: https://developer.apple.com/documentation/metal/mtllanguageversion?language=objc
Add configuration options for MSL compiler based on MSL version and Platform
Configure MSL->SPIR-V version configuration based on when ray tracing types become available
Set default metal compiler option to be metal 1.2, which is the default version assigned in the current SPIRV-Cross being used
* Group ios and osx platform code paths
Reduce the size of temp buffer used in writing the MSL preprocessor define
Fix a compiler warning about size_t to int32_t truncation
Adjust whitespace in usage text
* Remove indented scope left-over from branch condition removal
* Remove some testing code
* Adjust whitespace for function arguments
* Replace BX_ASSERT with bx::write to message handler in spirv generation
Add configuration options for MSL compiler based on MSL version and Platform
Configure MSL->SPIR-V version configuration based on when ray tracing types become available
Set default metal compiler option to be metal 1.2, which is the default version assigned in the current SPIRV-Cross being used
* Fixed issue where printing profile names prints unreadable characters
* Use %S for StringLitera.
---------
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Add pointsize to SPIRV-Cross output before writing
Adds
float bgfx_metal_pointSize [[point_size]] = 1;
to xlatMtlMain_out, ensuring that it always has a value.
* Update shaderc_metal.cpp
Only apply patch to vertex shaders