* 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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.. | ||
DrawParametersReplace.cs | ||
ForcePreciseEnable.cs | ||
GeometryToCompute.cs | ||
ITransformPass.cs | ||
SharedAtomicSignedCas.cs | ||
SharedStoreSmallIntCas.cs | ||
ShufflePass.cs | ||
TexturePass.cs | ||
TransformPasses.cs | ||
VectorComponentSelect.cs | ||
VertexToCompute.cs |