Mon, 04 May 2020 09:55:32 -0400 Store pixel shader input attributes, add type data to vertex attributes
Caleb Cornett <caleb.cornett@outlook.com> [Mon, 04 May 2020 09:55:32 -0400] rev 1254
Store pixel shader input attributes, add type data to vertex attributes
Sun, 03 May 2020 09:52:42 +0200 Add descriptor set assignment
Martin Krošlák <kroslakma@gmail.com> [Sun, 03 May 2020 09:52:42 +0200] rev 1253
Add descriptor set assignment
Sat, 02 May 2020 18:29:29 -0400 metal: Set ctx to NULL after free
Caleb Cornett <caleb.cornett@outlook.com> [Sat, 02 May 2020 18:29:29 -0400] rev 1252
metal: Set ctx to NULL after free
Sun, 26 Apr 2020 22:35:13 -0400 Put the vertex sampler offset firmly at TEXTURE16
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 26 Apr 2020 22:35:13 -0400] rev 1251
Put the vertex sampler offset firmly at TEXTURE16
Sun, 26 Apr 2020 10:02:35 -0700 Fix memory leak in mtlDeleteShader
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 26 Apr 2020 10:02:35 -0700] rev 1250
Fix memory leak in mtlDeleteShader
Sat, 25 Apr 2020 14:28:48 -0700 C buildfix
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 25 Apr 2020 14:28:48 -0700] rev 1249
C buildfix
Sat, 25 Apr 2020 09:28:02 +0200 Add uniform block support for vulkan
Martin Krošlák <kroslakma@gmail.com> [Sat, 25 Apr 2020 09:28:02 +0200] rev 1248
Add uniform block support for vulkan
Fri, 24 Apr 2020 09:23:20 -0400 Unused variables
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:23:20 -0400] rev 1247
Unused variables
Fri, 24 Apr 2020 09:16:40 -0400 Forgot to commit the new testparse...
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:16:40 -0400] rev 1246
Forgot to commit the new testparse...
Fri, 24 Apr 2020 09:13:10 -0400 Major refactor of the Effects API.
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:13:10 -0400] rev 1245
Major refactor of the Effects API. The previous API was very GL-specific and had no abstraction at all, meaning new backends had to copypaste WAY too much code just to get started. Additionally, parsing/compiled were separate but still very tightly coupled, to the point where memory leaks in the GL implementation were inevitable. TL;DR: It was crap and nobody liked working with it. The new API provides only a compile function, and moves ALL the effect work to a common implementation. This is done by providing a shader context at compile time, with functions that map almost directly to the existing MojoShader GL API. This is MUCH less work to maintain and add to, to the point where you can see how a parse API is still possible in the updated testparse! It also means new shader backends no longer need to worry about the effects framework so much. The Metal work in this patch was done by Caleb Cornett, as always.
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