52 Commits

Author SHA1 Message Date
twinaphex
0a69d14b11 Reimplement slang_preprocess_parse_parameters 2020-08-24 00:54:24 +02:00
twinaphex
cce2ac6904 (shaders slang) Cut down on code duplication 2020-08-03 18:13:08 +02:00
twinaphex
f83f0b2d44 Fix static code analysis warnings 2020-06-29 20:27:34 +02:00
twinaphex
cf1eb2e989 Silence more warnings 2020-06-29 20:17:54 +02:00
twinaphex
479058d1a3 Prevent implicit memsets 2020-06-29 16:42:51 +02:00
twinaphex
6408da2ae4 Silence warnings 2020-05-23 03:19:25 +02:00
twinaphex
75eef8a2c9 (drivers shader slang) Put logging behind DEBUG ifdef - and
turn some conditionals into a switch
2020-02-19 16:25:41 +01:00
twinaphex
d89fb0e7c4 (shader_slang.cpp) Simplify usage of functions that are only
ever used as C-strings
2020-02-01 07:04:27 +01:00
twinaphex
a0486c3cd7 Revert "Simplify slang_process.cpp"
This reverts commit 25a417cdd728d7a7ce39f96dbbf9c8d282529e5a.
2019-11-12 01:34:03 +01:00
twinaphex
25a417cdd7 Simplify slang_process.cpp 2019-11-11 18:55:33 +01:00
twinaphex
d52c573e13 Merge slang_preprocess.cpp into slang_process.cpp 2019-08-18 18:55:22 +02:00
Hans-Kristian Arntzen
135ff5e7a5 Fixup resource remapping in MSL/HLSL.
Seemed rather sketchy, but this must be tested a bit.
2019-06-24 14:25:04 +02:00
LazyBumHorse
692dc9f6a9 refactor shader checks affected by last commit and more:
- gl.c: refactor backend fallback into more general gl2_get_fallback_shader_type
 - d3d9-12, gl_core, gx2_gfx, gl, vulkan: more consistent shader init and `set_shader` behavior
 - configuration.c: remove check_shader_compatibility
 - shader_glsl.c, shader_gl_cg.c: use `video_shader_get_type_from_ext`
 - shader_gl_cg.c: add shader type check with fallback to stock like in shader_glsl.c
 - menu_shader.c: use `enum rarch_shader_type` instead of `unsigned`
 - video_shader_parse.c: add `video_shader_to_str` for easier logging
 - remove `type` from `struct video_shader`, which was always set to CG and wrongly used in lang_process.cpp's `slang_process()` (has no further consequences because the code is unused)
2019-06-18 13:44:19 +02:00
LazyBumHorse
ee3cda8abf added "FrameDirection" slang semantic and implementation for glcore and vulkan 2019-05-24 22:11:12 +02:00
orbea
28ff4b391a Clean up white space. 2019-02-03 16:00:50 -08:00
twinaphex
0abe271909 Take out some header includes 2019-01-19 23:15:48 +01:00
twinaphex
6ca9afbd57 Silence more warnings with CXX_BUILD 2019-01-12 18:51:06 +01:00
Themaister
3f344660c0 Remove Windows \r line endings in glslang parser. 2018-11-08 21:34:21 +01:00
twinaphex
75a388cd67 Use strlcpy instead of strncpy in slang_process.cpp 2018-08-16 10:14:42 +02:00
twinaphex
a6941fb4ed Initial work done on VS2017 solution for Android 2018-08-14 16:02:31 +02:00
twinaphex
8a1c0be83c (Android) Another potential buildfix; define ENABLE_HLSL
(slang_process) Put HLSL/Cg code around ENABLE_HLSL ifdef
(SPIRV-Cross) Make sure macros no longer need to be redefined; make them
unique in both glsl and hlsl files; needed for Griffin builds
2018-06-26 13:18:17 +02:00
twinaphex
d967cbc879 Add another ENABLE_HLSL ifdef 2018-06-25 21:51:23 +02:00
twinaphex
b05026b69f Buildfix 2018-06-21 07:56:40 +02:00
Twinaphex
fd11b205da Silence bunch of warnings 2018-06-21 07:52:01 +02:00
Twinaphex
2bdffff435 Silence more warnings 2018-06-21 07:34:27 +02:00
Stuart Carnie
411bcf8bdd feat(apple): Metal support for macOS
* includes rgui
* shader support

This is a work-in-progress and there are some bugs and visual artifacts
still to be fixed.
2018-06-20 21:33:45 -07:00
twinaphex
268baca939 (MSVC 2013) Add /bigobj for griffin_glslang.cpp 2018-05-03 14:52:37 +02:00
twinaphex
871f04e19a (slang) Cleanups 2018-04-23 14:56:02 +02:00
twinaphex
c52f53aada Some minor refactors 2018-04-21 08:47:09 +02:00
Twinaphex
0be2b76892
Update slang_process.cpp 2018-03-22 15:24:03 +01:00
aliaspider
bb972a6dab (spirv) set flip_vert_y to true when emitting HLSL. 2018-03-06 04:12:58 +01:00
aliaspider
19aed2af36 (D3D11/12) prevent double-free when resizing framebuffers.
(D3D12)
- correctly support lut/filtering/wrap options for slang shaders.
- rework frame sync.
2018-02-11 22:56:37 +01:00
Twinaphex
31a30f1496
Merge pull request #6229 from aliaspider/master
(slang) slang_process: preset alias setting has higher priority.
2018-02-03 23:36:59 +01:00
aliaspider
0e159a0ec0 (slang) slang_process: preset alias setting has higher priority. 2018-02-03 23:35:04 +01:00
twinaphex
c60f706f1e (MSVC 2013) Update solution
Griffin - add better ifdefs
2018-02-03 20:50:31 +01:00
Twinaphex
e5610d5ddb
Merge pull request #6228 from aliaspider/master
(slang) slang_process: simplify data mappings.
2018-02-03 17:27:25 +01:00
aliaspider
76d07cd6a7 (slang) slang_process: simplify data mappings. 2018-02-03 17:22:47 +01:00
twinaphex
94022f0599 (MSVC 2013) Add HAVE_SLANG
(Griffin) Add SPIRV-Cross/slang rules to Griffin
2018-02-03 17:10:20 +01:00
aliaspider
e225e96025 (D3D11) multi-pass shaders: add support for history frames. 2018-02-03 13:29:00 +01:00
aliaspider
e30c7edd8d (D3D11) multi-pass shaders: add support for feed-back textures. 2018-02-02 19:57:45 +01:00
aliaspider
1fd1426388 (slang) no need for this anymore. 2018-02-02 12:32:31 +01:00
aliaspider
caad590d04 (slang) slang_process: fix compatibility with more shaders. 2018-02-02 01:50:18 +01:00
aliaspider
189ea0578d (slang) slang_process: change the type of FragCoord only when it is a
pixel shader input.
2018-02-01 22:22:56 +01:00
aliaspider
b8e3933fe0 (slang) slang_process: 'linear' and 'point' are also reserved keywords
in HLSL.
2018-02-01 22:11:11 +01:00
aliaspider
80880ec857 (slang) slang_process.cpp: enforce the binding of the uniform and push
constant blocks.
2018-02-01 21:45:36 +01:00
aliaspider
8db625dd59 (slang) slang_process.cpp: add support for more shaders. 2018-02-01 20:10:07 +01:00
aliaspider
d0b997a414 (slang) slang_process.cpp: stage_mask texture semantic doesn't apply to
the size uniforms.
2018-02-01 17:48:27 +01:00
aliaspider
3865856aa2 (D3D11) add support for #pragma format in slang shaders. 2018-02-01 15:07:12 +01:00
aliaspider
f34dbdff8b (slang) cleanups. 2018-01-31 19:36:31 +01:00
aliaspider
d8924d6fbb (D3D11) clear out all unused texture/sampler bindings each pass to avoid
hazards with SetRenderTargets.
2018-01-31 17:05:48 +01:00