Mon, 20 Jul 2020 15:14:32 -0400 Fixed typo in error message.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jul 2020 15:14:32 -0400] rev 1286
Fixed typo in error message.
Mon, 20 Jul 2020 14:54:14 -0400 Assembler now accepts "c[5]" as equivalent to "c5".
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.
Mon, 20 Jul 2020 14:52:00 -0400 Assembler now deals with scalar registers specifying a write mask better.
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.
Mon, 20 Jul 2020 14:51:03 -0400 Don't make the MOJOSHADER_DO_INSTRUCTION_TABLE caller undef everything after.
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.
Mon, 20 Jul 2020 14:50:10 -0400 For SM1.1 TEX, don't add texcoord attributes.
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.
Sun, 19 Jul 2020 23:44:13 -0400 Correct the reported usage on SM1 vertex shader input registers.
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).
Tue, 07 Jul 2020 21:00:14 -0400 VS2010 buildfix
Caleb Cornett <caleb.cornett@outlook.com> [Tue, 07 Jul 2020 21:00:14 -0400] rev 1280
VS2010 buildfix
Tue, 07 Jul 2020 19:25:47 -0400 Metal uniform buffer overhaul.
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.
Tue, 07 Jul 2020 17:44:32 -0400 spirv: Fix bogus detection of PSIZE0
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 07 Jul 2020 17:44:32 -0400] rev 1278
spirv: Fix bogus detection of PSIZE0
Tue, 07 Jul 2020 17:19:45 -0400 Add dynamic linking support for SPIR-V modules
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 07 Jul 2020 17:19:45 -0400] rev 1277
Add dynamic linking support for SPIR-V modules
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