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Updated copyright...like five years late. :)

Updated copyright...like five years late. :)

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Effect struct parameter support

Effect struct parameter support

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Deal with quirks of MSVC's vsnprintf() implementation.

Deal with quirks of MSVC's vsnprintf() implementation.

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Fixed some typos.

Fixed some typos.

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glsl: texture*Proj() needs vec3 params for cubes and 3d textures.

glsl: texture*Proj() needs vec3 params for cubes and 3d textures.

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Added support for producing shader language source code for Apple's Metal API.

Added support for producing shader language source code for Apple's Metal API.

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Metal: make constant arrays have unique names.

Metal: make constant arrays have unique names. This lets us compile a bunch of shaders as one big file without conflicts!

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Metal: Cleaned up output a little bit.

Metal: Cleaned up output a little bit.

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Metal: Removed FIXME that already got fixed.

Metal: Removed FIXME that already got fixed.

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metal: Group all uniform arrays into one struct with explicit array sizes.

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...

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Give shaders in Effects files a unique main function name.

Give shaders in Effects files a unique main function name. This lets you generate Metal shaders that won't conflict in the same library.

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Deal with Metal shaders with really long main function names.

Deal with Metal shaders with really long main function names. This is so lazy of me. :/

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Explicitly initial a bunch of bits of MOJOSHADER_out_of_mem_data.

Explicitly initial a bunch of bits of MOJOSHADER_out_of_mem_data.

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Report the main function name in testparse.

Report the main function name in testparse.

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Make Metal profile optional in the CMake project.

Make Metal profile optional in the CMake project.

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GLSL: Use varyings when usage_str is NULL for vertex/pixel shaders

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

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Metal: Better fix for overly-long constant arrays: they shouldn't be global!

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.

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Don't free ctx->mainfn if context build fails; it wasn't ever set.

Don't free ctx->mainfn if context build fails; it wasn't ever set.

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Put a simple sanity check in to prevent buffer overflows.

Put a simple sanity check in to prevent buffer overflows.

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Metal: fixed indentation for constant arrays.

Metal: fixed indentation for constant arrays.

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