vello/tests/shader/gen
Raph Levien 74f2b4fd1c Rework bind layout
Use an array of bindtypes rather than the previous situation, which was
a choice of buffer counts, or a heavier builder pattern.

The main thing this unlocks is distinguishing between readonly and
read/write buffers, which is important for DX12.

This is WIP, the Metal part hasn't been done, and the old stuff not
deleted.

Part of #125
2021-11-10 11:25:16 -08:00
..
collatz.hlsl Start testing framework 2021-11-06 11:24:34 -07:00
collatz.msl Start testing framework 2021-11-06 11:24:34 -07:00
collatz.spv Start testing framework 2021-11-06 11:24:34 -07:00
prefix.hlsl Start testing framework 2021-11-06 11:24:34 -07:00
prefix.msl Start testing framework 2021-11-06 11:24:34 -07:00
prefix.spv Start testing framework 2021-11-06 11:24:34 -07:00
prefix_reduce.hlsl Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_reduce.msl Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_reduce.spv Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_root.hlsl Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_root.msl Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_root.spv Add generated shaders 2021-11-06 16:25:56 -07:00
prefix_scan.hlsl Rework bind layout 2021-11-10 11:25:16 -08:00
prefix_scan.msl Rework bind layout 2021-11-10 11:25:16 -08:00
prefix_scan.spv Rework bind layout 2021-11-10 11:25:16 -08:00