Sun, 29 May 2016 03:03:15 -0400 Put a simple sanity check in to prevent buffer overflows.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 03:03:15 -0400] rev 1176
Put a simple sanity check in to prevent buffer overflows.
Sun, 29 May 2016 02:59:29 -0400 Don't free ctx->mainfn if context build fails; it wasn't ever set.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 02:59:29 -0400] rev 1175
Don't free ctx->mainfn if context build fails; it wasn't ever set.
Sun, 29 May 2016 02:43:38 -0400 Metal: Better fix for overly-long constant arrays: they shouldn't be global!
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 02:43:38 -0400] rev 1174
Metal: Better fix for overly-long constant arrays: they shouldn't be global! The Metal compiler seems to produce identical output at -O3, at least for my quick tests. We'll see.
Sat, 28 May 2016 22:45:59 -0400 GLSL: Use varyings when usage_str is NULL for vertex/pixel shaders
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 28 May 2016 22:45:59 -0400] rev 1173
GLSL: Use varyings when usage_str is NULL for vertex/pixel shaders GLSLES: Various fixes from Maik Macho, thanks! Effects: Store parameter staging buffers as vec4 values, per ID3DXEffect spec
Sun, 29 May 2016 00:31:36 -0400 Make Metal profile optional in the CMake project.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 00:31:36 -0400] rev 1172
Make Metal profile optional in the CMake project.
Sun, 29 May 2016 00:26:44 -0400 Report the main function name in testparse.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 00:26:44 -0400] rev 1171
Report the main function name in testparse.
Sun, 29 May 2016 00:21:34 -0400 Explicitly initial a bunch of bits of MOJOSHADER_out_of_mem_data.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 00:21:34 -0400] rev 1170
Explicitly initial a bunch of bits of MOJOSHADER_out_of_mem_data.
Sun, 29 May 2016 00:13:13 -0400 Deal with Metal shaders with really long main function names.
Ryan C. Gordon <icculus@icculus.org> [Sun, 29 May 2016 00:13:13 -0400] rev 1169
Deal with Metal shaders with really long main function names. This is so lazy of me. :/
Sat, 28 May 2016 22:25:43 -0400 Give shaders in Effects files a unique main function name.
Ryan C. Gordon <icculus@icculus.org> [Sat, 28 May 2016 22:25:43 -0400] rev 1168
Give shaders in Effects files a unique main function name. This lets you generate Metal shaders that won't conflict in the same library.
Sat, 28 May 2016 22:08:22 -0400 Changed a magic mystery value from 24 to 16.
Ryan C. Gordon <icculus@icculus.org> [Sat, 28 May 2016 22:08:22 -0400] rev 1167
Changed a magic mystery value from 24 to 16. There was a logic bug in MOJOSHADER_parsePreshader() that was fixed in the merge, but it caused this mystery value to be wrong (before, we would step too far in an array and this value was covering for it). We still don't know what's at the end of this array, but at least we aren't crashing now and it appears to work as well as before. It's still a mystery.
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