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.
Mon, 18 Apr 2016 12:06:17 -0400 Deal with quirks of MSVC's vsnprintf() implementation.
Baldur Karlsson <baldur@unity3d.com> [Mon, 18 Apr 2016 12:06:17 -0400] rev 1153
Deal with quirks of MSVC's vsnprintf() implementation.
Tue, 09 Feb 2016 00:05:18 -0500 Effect struct parameter support
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 09 Feb 2016 00:05:18 -0500] rev 1152
Effect struct parameter support
Fri, 01 Jan 2016 12:53:03 -0500 Updated copyright...like five years late. :)
Ryan C. Gordon <icculus@icculus.org> [Fri, 01 Jan 2016 12:53:03 -0500] rev 1151
Updated copyright...like five years late. :)
Fri, 01 Jan 2016 02:12:19 -0500 - Add ability to build MojoShader as a shared library
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 01 Jan 2016 02:12:19 -0500] rev 1150
- Add ability to build MojoShader as a shared library - Off by default, turn on BUILD_SHARED in CMake - Add ability to disable shader profiles from CMake - Add MOJOSHADER_glSetVertexAttribDivisor - Behaves like glSetVertexAttribute, but for glVertexAttribDivisor - Add MOJOSHADER_glGetVertexAttribLocation - Allows user to directly call glVertexAttribPointer in their program - Full Effect framework support - API is in a separate header, see mojoshader_effects.h for details - Off by default, turn on EFFECT_SUPPORT in CMake - #define MOJOSHADER_EFFECT_SUPPORT before including mojoshader.h - Add MOJOSHADER_PROFILE_GLSLES shader profile - Basically just GLSL120 without using builtins - Add ability to flip gl_Position via MOJOSHADER_glProgramViewportFlip - You probably shouldn't use this unless you're a project like FNA. - Off by default, turn on FLIP_VIEWPORT in CMake - #define MOJOSHADER_FLIP_RENDERTARGET before including mojoshader.h - Add ability to adjust Z coordinates for [0, 1]-like depth clipping - You probably shouldn't use this unless you're a project like FNA. - Off by default, turn on DEPTH_CLIPPING in CMake - Add ability to build MojoShader with XNA4 vertex texturing behavior - You probably shouldn't use this unless you're reimplementing XNA. - Off by default, turn on XNA4_VERTEXTEXTURE in CMake - Add DECLSPEC/MOJOSHADERCALL to functions/function pointers - This allows for easier interop with other languages, i.e. C# P/Invoke - Fix printing float values for locales where radix is not '.' - Various minor bugfixes, optimizations, Win32 buildfixes, etc.
Tue, 13 Oct 2015 12:08:55 -0400 Whoops, checked wrong variable here. Not that anything sane overflowed this.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2015 12:08:55 -0400] rev 1149
Whoops, checked wrong variable here. Not that anything sane overflowed this.
Tue, 06 Oct 2015 07:22:47 -0500 Bytecode emit: Don't read starting from the end of the token buffer
Mischanix <mischanix@gmail.com> [Tue, 06 Oct 2015 07:22:47 -0500] rev 1148
Bytecode emit: Don't read starting from the end of the token buffer
(0) -1000 -300 -100 -10 +10 +100 tip