Sat, 28 May 2016 11:55:07 -0400 metal: make generated shader code slightly more readable.
Ryan C. Gordon <icculus@icculus.org> [Sat, 28 May 2016 11:55:07 -0400] rev 1163
metal: make generated shader code slightly more readable.
Fri, 27 May 2016 14:02:59 -0400 A few more Visual Studio warning fixes.
Ryan C. Gordon <icculus@icculus.org> [Fri, 27 May 2016 14:02:59 -0400] rev 1162
A few more Visual Studio warning fixes.
Fri, 27 May 2016 13:54:16 -0400 Fixed up a few Visual Studio warnings, compiling as C++, etc.
Ryan C. Gordon <icculus@icculus.org> [Fri, 27 May 2016 13:54:16 -0400] rev 1161
Fixed up a few Visual Studio warnings, compiling as C++, etc.
Tue, 24 May 2016 01:05:54 -0400 metal: Group all uniform arrays into one struct with explicit array sizes.
Ryan C. Gordon <icculus@icculus.org> [Tue, 24 May 2016 01:05:54 -0400] rev 1160
metal: Group all uniform arrays into one struct with explicit array sizes. This lets the Metal compiler know more about the data (such as array overflow risks and maybe optimization strategies), but also lets us mush all uniforms into one buffer index instead of splitting them across three.
Tue, 17 May 2016 16:13:20 -0400 Metal: Removed FIXME that already got fixed.
Ryan C. Gordon <icculus@icculus.org> [Tue, 17 May 2016 16:13:20 -0400] rev 1159
Metal: Removed FIXME that already got fixed.
Tue, 17 May 2016 16:13:05 -0400 Metal: Cleaned up output a little bit.
Ryan C. Gordon <icculus@icculus.org> [Tue, 17 May 2016 16:13:05 -0400] rev 1158
Metal: Cleaned up output a little bit.
Tue, 17 May 2016 16:01:06 -0400 Metal: make constant arrays have unique names.
Ryan C. Gordon <icculus@icculus.org> [Tue, 17 May 2016 16:01:06 -0400] rev 1157
Metal: make constant arrays have unique names. This lets us compile a bunch of shaders as one big file without conflicts!
Mon, 25 Apr 2016 02:55:29 -0400 Added support for producing shader language source code for Apple's Metal API.
Ryan C. Gordon <icculus@icculus.org> [Mon, 25 Apr 2016 02:55:29 -0400] rev 1156
Added support for producing shader language source code for Apple's Metal API.
Mon, 25 Apr 2016 02:54:04 -0400 glsl: texture*Proj() needs vec3 params for cubes and 3d textures.
Ryan C. Gordon <icculus@icculus.org> [Mon, 25 Apr 2016 02:54:04 -0400] rev 1155
glsl: texture*Proj() needs vec3 params for cubes and 3d textures.
Mon, 25 Apr 2016 02:51:45 -0400 Fixed some typos.
Ryan C. Gordon <icculus@icculus.org> [Mon, 25 Apr 2016 02:51:45 -0400] rev 1154
Fixed some typos.
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