Commit Graph

330 Commits

Author SHA1 Message Date
Robert Konrad
757d5dd65a Correct vector type names in HLSL 2017-01-27 16:49:13 +01:00
Robert Konrad
3c3abbf788 Avoid transposing matrices in HLSL 2017-01-27 16:29:59 +01:00
Robert Konrad
048293198b Add optional y vertex flip for HLSL 2017-01-27 15:55:39 +01:00
Robert Konrad
532877f6f5 Make clipspace fixing in HLSL optional 2017-01-27 15:52:47 +01:00
Robert Konrad
41cd852845 Update (c) and msvc project 2017-01-26 15:33:49 +01:00
Robert Konrad
a52846b045 Fix warnings in spirv_hlsl.cpp 2017-01-26 12:02:31 +01:00
Robert Konrad
9ec45fae51 Format code 2017-01-24 09:25:38 +01:00
Robert Konrad
c3268c9410 Do not output layouts for uniforms in HLSL 2017-01-24 09:23:22 +01:00
Robert Konrad
99469f0690 Convert uniform buffer blocks to cbuffers 2017-01-24 09:17:43 +01:00
Robert Konrad
40e5d1e7f7 Format code 2017-01-23 14:49:32 +01:00
Robert Konrad
51835af124 Fix HLSL fragment shaders 2017-01-23 14:41:34 +01:00
Robert Konrad
d3a8ea33b8 Support modern GLSL->HLSL for vertex shaders 2017-01-23 14:41:20 +01:00
Robert Konrad
451bdeeeff Fix HLSL binding numbers 2017-01-23 14:40:25 +01:00
Robert Konrad
7e4242fb0b Use sprintf instead of itoa to fix Mac/Linux 2017-01-23 14:40:13 +01:00
Robert Konrad
ffc590e199 Support matrix attributes in HLSL 2017-01-23 14:39:56 +01:00
Robert Konrad
4a0267e201 Do not intertwine TEXCOORD and POSITION outputs 2017-01-23 14:39:40 +01:00
Robert Konrad
ea24ee8145 Do not splat type contructor arguments in HLSL 2017-01-23 14:39:04 +01:00
Robert Konrad
1a48d7d4fc Output code for OpFMod in HLSL when required 2016-08-18 12:54:22 +02:00
Robert Konrad
8e9bf1f7af Implement some common GLSL lib insts in HLSL
Because some are the same and some are not.
2016-08-18 12:40:35 +02:00
Robert Konrad
7534b224d9 Add remaining matrix multiplication ops for HLSL 2016-08-18 11:45:50 +02:00
Robert Konrad
f3740a00ee Support HLSL shader models > 3 2016-08-18 00:51:12 +02:00
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