1. 0fba14e tint/val: Make DXC validation output stable by Ben Clayton · 2 years, 8 months ago
  2. 790e4c2 GLSL writer: emit gl_PointSize = 1 in all vertex shaders for OpenGL. by Stephen White · 3 years ago
  3. e4e409f GLSL: remove spurious semicolons. by Stephen White · 3 years, 1 month ago
  4. dbc13af tint->dawn: Shuffle source tree in preperation of merging repos by Ryan Harrison · 3 years, 1 month ago[Renamed from test/builtins/textureNumSamples/depth_ms.spvasm.expected.glsl]
  5. bf0180b GLSL: only emit default precision qualifier for frag shader. by Stephen White · 3 years, 2 months ago
  6. b85e692 Rename 'intrinsic' to 'builtin' by Ben Clayton · 3 years, 2 months ago[Renamed from test/intrinsics/textureNumSamples/depth_ms.spvasm.expected.glsl]
  7. 0b39270 GLSL: move entry point handling to CanonicalizeEntryPointIO transform. by Stephen White · 3 years, 2 months ago
  8. e2f35ba GLSL: clean up GLSL output whitespace generation. by Stephen White · 3 years, 2 months ago
  9. b1d2b84 GLSL: fix clip space mismatch in gl_Position. by Stephen White · 3 years, 2 months ago
  10. f9b8b61 GLSL: implement CombineSamplers transform (string version). by Stephen White · 3 years, 2 months ago
  11. 2fe0f4b GLSL: add .expected.glsl files for all tests. by Stephen White · 3 years, 4 months ago