Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 10 Jan 2021 15:02:29 -0500] rev 1320
glsl: Move misc face/position variables to after main, fixes ES3 compatibility
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 31 Dec 2020 15:56:57 -0500] rev 1319
glsl: Fix support for PSIZE1 and up
Martin Krošlák <kroslakma@gmail.com> [Wed, 11 Nov 2020 15:09:32 -0500] rev 1318
spirv: Fix PointCoord input using vec4 instead of vec2
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 10 Nov 2020 19:17:45 -0500] rev 1317
Replace SWAPDBL loop with memcpy, fixes MinGW Win64
Ryan C. Gordon <icculus@icculus.org> [Fri, 23 Oct 2020 23:35:41 -0400] rev 1316
Fix caller-defined swizzles for Shader Model 1 shaders.
Evan Hemsley <evan@moonside.games> [Thu, 22 Oct 2020 10:57:02 -0400] rev 1315
vulkan: Decouple block size from block increment
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 01:17:45 -0400] rev 1314
D3D11: Increase bool uniform buffer size (thanks @jeffphilp!)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 01:03:56 -0400] rev 1313
Missed an increment...
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 00:57:03 -0400] rev 1312
D3D11: bool constants are stored as int4 (thanks @jeffphilp!)
Ryan C. Gordon <icculus@icculus.org> [Wed, 14 Oct 2020 16:43:03 -0400] rev 1311
opengl: Don't assert if vs_flip_loc == -1.
This can be -1 if the GLSL compiler removed it, or if you bound a program
without a vertex shader at all.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:23:44 -0400] rev 1310
glsl: better fix for incorrect SM1.1 defines.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:23:19 -0400] rev 1309
Make sure attribute registers are declared correctly in weird SM1 case.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:03:20 -0400] rev 1308
glsl: for SM1.1, don't add incorrect gl_TexCoord defines.
We handled this elsewhere.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:02:07 -0400] rev 1307
utils: Added testglcompile.c, to see if the GL accepts our generated shaders.
Ryan C. Gordon <icculus@icculus.org> [Mon, 12 Oct 2020 15:33:01 -0400] rev 1306
assembler: Don't lose the TEXBEM opcode in the special ps_1_1 TEX detection.
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 02 Oct 2020 14:48:29 -0400] rev 1305
d3d11: Fix possible leaks after compiling shaders
Evan Hemsley <evan@moonside.games> [Wed, 30 Sep 2020 22:51:53 -0400] rev 1304
vulkan: Add support for multithreaded UBOs
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 30 Aug 2020 21:35:31 -0400] rev 1303
spirv: Separate pixel shader outputs from inputs, fix linker accordingly
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 27 Aug 2020 17:18:38 -0400] rev 1302
vulkan: Fix overlapping pixel/vertex shaders where one shader is NULL
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 26 Aug 2020 14:37:18 -0400] rev 1301
Write locations for SPIR-V pixel shader outputs
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 25 Aug 2020 22:41:43 -0400] rev 1300
Handle MOJOSHADER_USAGE_UNKNOWN in SPIR-V linker
Martin Krošlák <kroslakma@gmail.com> [Thu, 23 Jul 2020 18:16:22 -0400] rev 1299
Fix SM1 shaders on SPIR-V after TEX* opcodes changes:
- Fix implicit input attribute on SPIR-V profile
- Remove texcoord attribs from other TEX* opcodes
Ryan C. Gordon <icculus@icculus.org> [Thu, 23 Jul 2020 05:12:09 -0400] rev 1298
assembler: set the default source arg swizzle to the correct value.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 20:07:44 -0400] rev 1297
metal: Fix RCP and RSQ output to match GLSL.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 20:07:06 -0400] rev 1296
d3d11: Only build the D3D11 glue code on Windows.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 20:06:34 -0400] rev 1295
cmake: build the HLSL profile by default.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 19:24:46 -0400] rev 1294
Rebuilt the lexer with a much newer re2c.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 19:22:41 -0400] rev 1293
glsl: Correct RCP and RSQ output.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 19:02:27 -0400] rev 1292
glsl: Fix compiler warning.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 18:53:54 -0400] rev 1291
RSQ opcode requires replicate swizzle.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 16:14:43 -0400] rev 1290
The assembler needs to accept an implicit ".x" swizzle on RCP's source arg.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 15:37:27 -0400] rev 1289
Minor replicate_swizzle optimization.
Do it in two tests instead of three, and with two shifts instead of five.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 15:35:34 -0400] rev 1288
Clean up assembler writemask parsing a little.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 15:18:14 -0400] rev 1287
List default writemasks for instructions.
This lets this line of assembly generate correct code:
m3x3 r7, r4, c28
As this is legal, but the bytecode validator will throw it out for having a
writemask of .xyzw on r7 when it requires .xyz. The assembler needs to know
what the implicit writemask should be in this circumstance.
(Some instructions might still be incorrect, but are left at the default of a
full .xyzw writemask, so they continue to act as before until corrected.)
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 15:14:32 -0400] rev 1286
Fixed typo in error message.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 14:54:14 -0400] rev 1285
Assembler now accepts "c[5]" as equivalent to "c5".
This only accepts a constant integers, you can't currently do something like
"c[2+3]" even if the constants could be completely folded during assembly. I
don't know if Microsoft's tools allow that, will have to revisit later if so.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 14:52:00 -0400] rev 1284
Assembler now deals with scalar registers specifying a write mask better.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 14:51:03 -0400] rev 1283
Don't make the MOJOSHADER_DO_INSTRUCTION_TABLE caller undef everything after.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 14:50:10 -0400] rev 1282
For SM1.1 TEX, don't add texcoord attributes.
Other parts of the system will generate the tX registers as global
variables, assign gl_TexCoord[X] to them, and overwrite them with the
sampled pixels during the TEX instruction. Setting these as texcoord
attributes causes it to _also_ generate a generic vertex attribute and
cause all sorts of problems.
Ryan C. Gordon <icculus@icculus.org> [Sun, 19 Jul 2020 23:44:13 -0400] rev 1281
Correct the reported usage on SM1 vertex shader input registers.
They are hardcoded to mean specific things (v0 is POSITION0, v1 is
BLENDWEIGHT, etc).
Caleb Cornett <caleb.cornett@outlook.com> [Tue, 07 Jul 2020 21:00:14 -0400] rev 1280
VS2010 buildfix
Caleb Cornett <caleb.cornett@outlook.com> [Tue, 07 Jul 2020 19:25:47 -0400] rev 1279
Metal uniform buffer overhaul.
1. Metal now uses a single, ~1MB uniform buffer per frame that is shared among
all shaders. From my testing this should be more than enough room for the FNA
catalog (aside from possibly Little Racers Street with its memory leak). This
is a major boon for Metal memory management since it only requires one buffer
instead of 3,000 (in LRS's case)! And it simplifies the internal workings of
mojoshader_metal dramatically.
2. Metal now has a MOJOSHADER_mtlMakeContextCurrent API to match GL and Vulkan.
Other parts of the context API have been rewritten as well to match the
behavior you'd expect.
3. The MOJOSHADER_mtlGetUniformBuffers function has been replaced with
MOJOSHADER_mtlGetUniformData. Now that we only use a single uniform buffer,
there's no need to return one for each of the shaders.
4. The MOJOSHADER_mtlGetFunctionHandle function no longer allocates memory.
Instead, all MTLFunction handles are cached in the MOJOSHADER_mtlShader
structs at library creation time. This removes the burden of memory
management from the user.
5. A variety of formatting and documentation updates.
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 07 Jul 2020 17:44:32 -0400] rev 1278
spirv: Fix bogus detection of PSIZE0
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 07 Jul 2020 17:19:45 -0400] rev 1277
Add dynamic linking support for SPIR-V modules
Evan Hemsley <evan@moonside.games> [Mon, 06 Jul 2020 16:23:06 -0400] rev 1276
vulkan: Rework UBO allocation to use a single monolithic buffer
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 06 Jul 2020 12:51:28 -0400] rev 1275
vulkan: Fix uniform buffer copies for bools
Martin Krošlák <kroslakma@gmail.com> [Fri, 03 Jul 2020 10:43:01 -0400] rev 1274
spirv: Fix support for FOG1
Martin Krošlák <kroslakma@gmail.com> [Thu, 02 Jul 2020 18:08:57 -0400] rev 1273
spirv: Fix texcoord use before load
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 02 Jul 2020 18:08:02 -0400] rev 1272
Fix include path for vulkan.h
Evan Hemsley <evan@moonside.games> [Wed, 01 Jul 2020 04:29:09 -0400] rev 1271
Add support for Vulkan rendering.
Co-authors include:
- Caleb Cornett <caleb.cornett@outlook.com>
- Martin Krošlák <kroslakma@gmail.com>
- Ethan Lee <flibitijibibo@flibitijibibo.com>
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 25 Jun 2020 10:35:29 -0400] rev 1270
Add getError to effectShaderContext
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 25 Jun 2020 10:10:52 -0400] rev 1269
Improve error handling in Effect implementation
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 21:13:32 -0400] rev 1268
spirv: Fix asserts for pixel shader POSITION/PSIZE lengths
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 21:02:33 -0400] rev 1267
spirv: Rework attrib offset/length organization
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 14:19:46 -0400] rev 1266
Note the usage index range for MOJOSHADER_usage enum
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 14:19:28 -0400] rev 1265
spirv: Fix support for POSITION1+
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 14:17:58 -0400] rev 1264
spirv: Have separate VPOS paths for GL/VK
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 24 Jun 2020 12:45:53 -0400] rev 1263
spirv: Allow COLOR usages to go up to 4, not just 2
Caleb Cornett <caleb.cornett@outlook.com> [Wed, 24 Jun 2020 09:57:00 -0400] rev 1262
Disable D3D11 HLSL optimizations, as they break program behavior
Bart van der Werf <bluelive@gmail.com> [Wed, 03 Jun 2020 10:58:37 -0400] rev 1261
Fix vertex sampler reserved mask for 3D/cube textures
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 26 May 2020 08:08:52 -0400] rev 1260
Undo SPIR-V vpFlip changes (use KHR_maintenance1 instead)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 25 May 2020 21:43:12 -0400] rev 1259
Copypaste error fix
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 25 May 2020 21:41:31 -0400] rev 1258
Vulkan SPIR-V may want vpFlip as well
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 22 May 2020 14:17:09 -0400] rev 1257
Include stdlib.h in SDL path, needed by Emscripten
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 21 May 2020 16:33:35 -0400] rev 1256
Fix my typo in the D3D11 docs...
Caleb Cornett <caleb.cornett@outlook.com> [Thu, 21 May 2020 12:00:55 -0400] rev 1255
Implement HLSL emitter, MOJOSHADER_d3d11 API
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
Martin Krošlák <kroslakma@gmail.com> [Sun, 03 May 2020 09:52:42 +0200] rev 1253
Add descriptor set assignment
Caleb Cornett <caleb.cornett@outlook.com> [Sat, 02 May 2020 18:29:29 -0400] rev 1252
metal: Set ctx to NULL after free
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 26 Apr 2020 22:35:13 -0400] rev 1251
Put the vertex sampler offset firmly at TEXTURE16
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 26 Apr 2020 10:02:35 -0700] rev 1250
Fix memory leak in mtlDeleteShader
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 25 Apr 2020 14:28:48 -0700] rev 1249
C buildfix
Martin Krošlák <kroslakma@gmail.com> [Sat, 25 Apr 2020 09:28:02 +0200] rev 1248
Add uniform block support for vulkan
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:23:20 -0400] rev 1247
Unused variables
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:16:40 -0400] rev 1246
Forgot to commit the new testparse...
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.
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 24 Apr 2020 09:05:12 -0400] rev 1244
Use __cdecl instead of __stdcall
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 19 Apr 2020 11:49:16 -0400] rev 1243
Skip Gestalt when min version is 10.5+
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 18 Apr 2020 20:00:35 -0400] rev 1242
Buildfixes for CentOS, MinGW, osxcross
Caleb Cornett <caleb.cornett@outlook.com> [Mon, 13 Apr 2020 22:14:42 -0400] rev 1241
iOS buildfixes
Caleb Cornett <caleb.cornett@outlook.com> [Fri, 03 Apr 2020 12:40:20 -0400] rev 1240
Expose mtlShaderState to mojoshader_effects.h
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 02 Apr 2020 15:06:14 -0400] rev 1239
VS2010 SDL_stdlib buildfixes
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 01 Apr 2020 17:23:22 -0400] rev 1238
A few more stdlib macros for Apple
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 01 Apr 2020 17:12:48 -0400] rev 1237
Add MOJOSHADER_USE_SDL_STDLIB, to avoid C runtime dependencies
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 01 Apr 2020 17:11:09 -0400] rev 1236
Move buffer_find to assembler.c, it isn't actually common
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 01 Apr 2020 12:13:39 -0400] rev 1235
-Wpedantic fixes
Caleb Cornett <caleb.cornett@outlook.com> [Tue, 24 Mar 2020 21:17:37 -0400] rev 1234
VS2010 buildfixes
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 21 Feb 2020 00:37:06 -0500] rev 1233
Use CMake built-in BUILD_SHARED_LIBS
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 27 Jan 2020 09:27:23 -0500] rev 1232
Better value for max vertex_attrib_loc
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 27 Jan 2020 09:26:35 -0500] rev 1231
Add FIXME for preshader output registers
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 12 Jan 2020 17:26:54 -0500] rev 1230
-lobjc for Metal support
Caleb Cornett <caleb.cornett@outlook.com> [Sun, 12 Jan 2020 11:39:49 -0500] rev 1229
Metal Effect support!
Martin Krošlák <kroslakma@gmail.com> [Fri, 10 Jan 2020 05:55:05 +0100] rev 1228
Fix SPIR-V FS output locations with MRTs
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 09 Jan 2020 23:22:02 -0500] rev 1227
spv_output_location for COLOR0+ pixel shader output
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 01 Jan 2020 10:58:53 -0500] rev 1226
Happy New Year!
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 31 Dec 2019 12:58:06 -0500] rev 1225
Add GLSPIRV profile, to allow for both GL- and VK-friendly SPIR-V output
Martin Krošlák <kroslakma@gmail.com> [Tue, 31 Dec 2019 12:22:44 -0500] rev 1224
Add support for emitting SPIR-V shaders.
Co-authors include:
- Angus Holder <aholder97@gmail.com>
- Melker Narikka <meklu@meklu.org>
- Caleb Cornett <caleb.cornett@outlook.com>
- Ethan Lee <flibitijibibo@flibitijibibo.com>
Martin Krošlák <kroslakma@gmail.com> [Fri, 20 Dec 2019 15:52:48 -0500] rev 1223
Various style/redundancy fixes found during SPIR-V work
Caleb Cornett <caleb.cornett@outlook.com> [Mon, 16 Dec 2019 00:08:35 -0500] rev 1222
MSVC buildfix (also removes redundant ES check)
Caleb Cornett <caleb.cornett@outlook.com> [Thu, 05 Dec 2019 12:11:01 -0500] rev 1221
Replicate D3D's div by 0 behavior for RCP/RSQ (GLSL Edition)
Caleb Cornett <caleb.cornett@outlook.com> [Fri, 29 Nov 2019 15:41:54 -0500] rev 1220
Fix point_size type for MSL
Caleb Cornett <caleb.cornett@outlook.com> [Mon, 25 Nov 2019 20:21:41 -0500] rev 1219
Replicate D3D's div by 0 behavior for RCP/RSQ
Caleb Cornett <caleb.cornett@outlook.com> [Sat, 23 Nov 2019 21:54:01 -0500] rev 1218
Copy mainfn when duplicating parsedata
Caleb Cornett <caleb.cornett@outlook.com> [Wed, 20 Nov 2019 13:36:32 -0500] rev 1217
Handle MOJOSHADER_USAGE_NORMAL in Metal profile
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 30 Oct 2019 00:29:02 -0400] rev 1216
USAGE_FOG is a float, not a vec4
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 29 Oct 2019 16:31:56 -0400] rev 1215
Fix USAGE_FOG for glsles, index values > 0
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 25 Aug 2019 13:00:18 -0400] rev 1214
Follow texture2DLod/ARB_shader_texture_lod spec more aggressively
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 21 Aug 2019 10:14:07 -0400] rev 1213
Split up glsl_texld, dramatically simplifies texldd/texldl
Katelyn Gadd <kg@luminance.org> [Wed, 21 Aug 2019 09:30:54 -0400] rev 1212
GLSL: Implement texldl instruction
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 14 Aug 2019 09:33:57 -0400] rev 1211
Remove the floor from vpos calculation
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 25 Jul 2019 15:20:34 -0400] rev 1210
Replace glProgramViewportFlip with glProgramViewportInfo
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 25 Jul 2019 15:17:31 -0400] rev 1209
Tabbing fix
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 09 Jul 2019 16:35:11 -0400] rev 1208
Only use gl_TexCoord for index values < 4
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 29 May 2019 16:53:06 -0400] rev 1207
Assert of unknown GLSL shader type (thanks Kate!)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 29 May 2019 16:52:12 -0400] rev 1206
Assert on unknown operand type (thanks Kate!)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Wed, 29 May 2019 16:48:58 -0400] rev 1205
Return statements for effectFind functions
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 27 May 2019 03:09:07 -0400] rev 1204
Matrix members inside struct parameters are also valid
Ethan Lee <flibitijibibo@flibitijibibo.com> [Mon, 27 May 2019 03:08:46 -0400] rev 1203
Return after printing gl_FrontFacing variable, it does not need a define
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 27 Apr 2019 17:03:28 -0400] rev 1202
Disable COMPILER_SUPPORT by default
Martin Krošlák <kroslakma@gmail.com> [Sat, 27 Apr 2019 22:57:40 +0200] rev 1201
Fixed macro clashing with crt function name in MSVC 2015 and newer.