Henrik Rydgård
|
ba139975e0
|
Linker fix - need to move init_resources along.
|
2020-11-09 15:39:46 +01:00 |
|
Henrik Rydgård
|
7a690f177e
|
Move shader language feature detection to the draw context.
|
2020-11-06 09:11:57 +01:00 |
|
Henrik Rydgård
|
03e8eac6ef
|
Merge the two ShaderLanguage enums.
|
2020-11-04 09:40:11 +01:00 |
|
Henrik Rydgård
|
733a152c54
|
Move ShaderWriter to Common/GPU, along with some stuff from ShaderCommon.h.
|
2020-11-04 09:18:35 +01:00 |
|
Henrik Rydgård
|
b6992e428b
|
More HLSL work. Some vertex shaders are starting to pass.
|
2020-11-01 19:58:50 +01:00 |
|
Henrik Rydgård
|
d32fc34b2b
|
Remove inPrefix. HLSL shaders gets slightly longer but probably no biggie.
The extra variable should be optimized out anyway.
Tried doing it with the preprocessor, couldn't get it to work.
|
2020-10-31 23:22:06 +01:00 |
|
Henrik Rydgård
|
0b1b36921e
|
Move the now-renamed fragment shader generator to GPU/Common.
|
2020-10-31 19:03:14 +01:00 |
|
Henrik Rydgård
|
b7d674411e
|
Test parsing of generated OpenGL shaders too (by using glslang).
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
44c57d87f4
|
Get D3D9 fragment shader generation to parity
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
af4d6e7642
|
Set up the test for D3D9, start fixing stuff.
|
2020-10-31 18:32:43 +01:00 |
|
Henrik Rydgård
|
b4a76a9f09
|
Change fragment shader output to work the same in GLSL and HLSL.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
984a4d2641
|
Start adding HLSL support to the GLSL shader generator.
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
200c25bcc9
|
wip
|
2020-10-31 18:32:42 +01:00 |
|
Henrik Rydgård
|
6055350a2c
|
Initial work on fixing tess
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
057fd9f8a3
|
Bridge more vertex shader differences
|
2020-10-25 08:34:35 +01:00 |
|
Henrik Rydgård
|
020fb55a65
|
Completes the merge, deleting the Vulkan-specific fragment shader generator.
|
2020-10-23 10:03:44 +02:00 |
|
Henrik Rydgard
|
03dab0fdbd
|
More UWP prep
|
2017-02-25 09:57:22 +01:00 |
|