In DX10/DX11 you can only output RT/Viewport indices from GS; however,
DX11.4/DX12 add support for outputting these from VS as well.
This is supported by Vulkan if the relevant extension is available, and
by MSL and by MSL (which you can cross-compile to via SPIRV-Cross).
Some stage (e.g, hull shaders) have arrayed builtin outputs (e.g, position).
When copying from the internal structure to the split form, it is necessary
to propagate that indirection to the actual arrayed outputs. This was not
happening.
Addresses #1181
This makes struct returns from functions work, but breaks
structs containing arrays, due to limitations in subsequent
transforms in spirv-opt. This is expected to be fixed soon.
Adds command line options:
--invert-y
--iy
(synonyms) which invert position.Y on vertex shader output. Handles these cases:
* Direct single variable return
* Member of direct returned struct
* Single variable output parameter
* Member of struct output parameter
API:
// Enables position.Y output negation in vertex shader
void TShader::setInvertY(bool invert);
Fixes#1173
- Mention that the instructions are written for Bash.
- Quote the CMAKE_INSTALL_PREFIX to handle spaces in $(pwd).
- Remove SSH clone instructions. Instructions on how to clone are for
those unfamiliar with GitHub, so fewer options are better and SSH
requires additional configuration to make work.
- Replace ninja with make, because more people are familiar with it and
we probably don't need to explain how to install it. Fixes#956.
- Remove the section mentioning cygwin, as it's unclear and doesn't
seem necessary.
- Mention minimum language version in the Dependencies section.
- Move `cd $BUILD_DIR` out of the Linux configuration section because
it's needed on both platforms. Add a line about creating the build
directory, too.
This continues to prevent writing output buffers (out from a function),
but fixes the problem where the copy-in/out was not getting done.
Making everything work will require knowing both in/out-ness and bufferness,
but these are currently mutually exclusive, because both are storage
qualifiers.
Issue #791 was partially fixed by PR #1161 (the mat mul implicit
truncations were its main point), but it still wouldn't compile due to
the use of ConstantBuffer as an identifier. Apparently those fall into
the same class as "float float", where float is both a type and an
identifier.
This allows struct definitions with such keyword-identifiers,
and adds ConstantBuffer to the set. 'cbuffer int' is legal in HLSL,
and 'struct int' appears to only be rejected due to the redefinition
of the 'int' type.
Fixes#791
HLSL truncates the vector, or one of the two matrix dimensions if there is a
dimensional mismatch in m*v, v*m, or m*m.
This PR adds that ability. Conversion constructors are added as required.
If a shader includes a mixture of several stages, such as HS and GS,
the non-stage output geometry should be ignored, lest it conflict
with the stage output.