Robert Konrad
95a716f7de
Adjust HLSL vertex shader positions
...
Pixel positions (because of D3D9 half-pixel positions)
and depth (adjust to -1/1).
Optionally using D3D11 pixel positions and no depth
adjustment still to do.
2016-08-16 00:27:39 +02:00
Robert Konrad
a896868215
Sort variables in HLSL input/output structs
...
To make binding numbers the same in all
shader stages.
2016-08-15 20:33:10 +02:00
Robert Konrad
da5f99bb6d
Handle matrix times vector ops correctly in HLSL
2016-08-14 23:54:51 +02:00
Robert Konrad
d2b29c900e
Add basic HLSL texture support
2016-08-14 23:09:06 +02:00
Robert Konrad
e9cd04e8ec
Format code
2016-08-14 22:02:38 +02:00
Robert Konrad
80fcf554f9
Handle HLSL input/output
2016-08-14 21:33:32 +02:00
Robert Konrad
096d46f62c
Start supporting proper HLSL type names
2016-08-14 20:28:52 +02:00
Robert Konrad
02fd8e92ab
Use input/output structs for HLSL
2016-08-14 17:58:56 +02:00
Robert Konrad
45270f618f
Start on HLSL using a CompilerGLSL descendant
2016-08-14 16:21:43 +02:00