Граф коммитов

437 Коммитов

Автор SHA1 Сообщение Дата
Aras Pranckevicius dd3f8f52e2 docs: include bitsquid into authors 2012-09-26 19:25:47 +03:00
Aras Pranckevicius 40e2c4a255 hand-merge from https://github.com/jims/hlsl2glslfork
Not everything was taken as-is; and right now does not fully work!
2012-09-26 19:25:29 +03:00
Aras Pranckevicius ed1548dbd1 fix float print regression with scientific notation 2012-09-23 12:34:29 +03:00
Aras Pranckevicius 580cddba2a tests: add shader from Unity MotionBlur 2012-09-15 17:00:11 +03:00
Aras Pranckevicius 931f361bac tests: add shader from Unity Water4 2012-09-15 16:49:43 +03:00
Aras Pranckevicius b5ed958119 tests: rename complex tests to be at end of file list 2012-09-15 16:18:05 +03:00
Jim Sagevid bc3eecb9cc Update rake file. 2012-09-11 12:03:08 +02:00
Jim Sagevid 2093c92334 Fixed support to emit OS X 10.6 Snow Leopard compatible glsl 1.20 2012-09-11 11:59:56 +02:00
Aras Pranckevicius a79eb57e76 tests: update test output after lit change 2012-09-06 22:49:18 +03:00
Aras Pranckevičius 40efafa15d Merge pull request #13 from zeux/master
Fix built-in varying outputs with less than 4 components, fix lit function
2012-09-06 12:47:34 -07:00
Arseny Kapoulkine 4897977d43 Fix lit function
Lit function was flat out wrong (did a multiple-by-exponent instead of
exponentiation; yes, I know that DXSDK docs have the wrong equation).

Replace it with a correct branchless variant (step & max instead of
conditionals).
2012-09-06 11:38:35 -07:00
Arseny Kapoulkine ccc88ff859 Fix built-in varying outputs with less than 4 components
Attempting to output a float2 uv: TEXCOORD0 from a vertex shader
produces invalid code, unless UseUserVaryings is in effect:

gl_TexCoord0 = vec2(...)

This change modifies all (fixed-function) varying outputs to be padded
to 4 components, similar to how PS results are treated. The change has
no effect if user varyings are enabled.
2012-09-06 11:38:07 -07:00
Aras Pranckevicius 6d9f10b2f9 GL_EXT_shadow_samplers declares shadow functions as already returning float 2012-09-03 21:57:40 +03:00
Aras Pranckevicius 21058dde00 tests: update test output after #line change 2012-08-31 15:08:59 +03:00
Aras Pranckevicius 4fba27258e do not print file name in #line directives, some GLSL compilers don't allow anything after #line N 2012-08-31 15:08:43 +03:00
Aras Pranckevicius f3b060ad6c support fake HLSL syntax for shadow maps: sampler2Dshadow, shadow2D, shadow2Dproj. Translates into EXT_shadow_samplers for GLES 2012-08-31 14:59:38 +03:00
Jim Sagevid 9a65e4a35a Upped bstech revision. 2012-08-28 13:29:39 +02:00
Jim Sagevid 2fb3e6ca03 Fixed a bug where the wrong extensions got added when using SV_InstanceID 2012-08-22 15:05:01 +02:00
Jim Sagevid a8f3e28a30 Updated tests and added automatic type conversions from bvec[n] to vec[n] for component-wise vector arithmetic. 2012-08-21 15:39:08 +02:00
Jim Sagevid 26dbdbc1a2 Fixed a bug where global variable declarations got prefixed with "Global". 2012-08-20 14:42:18 +02:00
Aras Pranckevicius e280d31cbf 5a30d2c fix lost during the merge 2012-08-18 19:51:05 +03:00
Aras Pranckevicius 71ba2bf156 tests: update test outputs 2012-08-18 19:49:25 +03:00
Aras Pranckevicius 4f8d1db0b8 printing filename in #line directive is against the spec, so make that a comment 2012-08-18 19:49:12 +03:00
Aras Pranckevicius b164f9ce9c fix build post-merge 2012-08-18 19:40:18 +03:00
Aras Pranckevicius 26d43888b2 Merge branch 'master' of https://github.com/shaggie76/hlsl2glslfork 2012-08-18 19:35:45 +03:00
Jim Sagevid 77678b7270 Updated read me 2012-08-14 14:54:00 +02:00
Jim Sagevid 6e420ecc9d Fixed a typo that caused all global variables to be considered uniforms. 2012-08-13 14:27:05 +02:00
Jim Sagevid 0fd9165cb8 Upped the revision nr. 2012-08-13 13:39:06 +02:00
Jim Sagevid 19f3e24a47 Fixed broken uniform reflection. 2012-08-13 13:37:50 +02:00
Jim Sagevid 612510f0b8 Swapped platform and version order in rakefile. 2012-08-13 11:12:13 +02:00
Jim Sagevid c6a51d1b73 Typo in rakefile. 2012-08-13 11:07:48 +02:00
Jim Sagevid f6d255b350 Updated bitsquid rakefile. 2012-08-13 10:51:53 +02:00
Jim Sagevid 4437054fba Updated README. 2012-08-13 10:32:39 +02:00
Jim Sagevid 9e9b43e8b0 Don't regard uniform variables as constant. I may consider automatic demotion of const expressions referencing uniforms in the future, as d3d's hlsl compiler considers it semantically correct (it probably adds them to their pre-shaders). 2012-08-13 10:18:47 +02:00
Jim Sagevid 96c889bb4b Added so that code is emitted as normal on a global scope. This is now the way global declarations are emitted. 2012-08-10 17:12:30 +02:00
Jim Sagevid f0db336c02 Fix for arrays breaking when > 10 elements. 2012-08-10 14:36:28 +02:00
Jim Sagevid 4cda99eb36 Merge branch 'master' of github.com:jims/hlsl2glslfork 2012-08-10 14:10:08 +02:00
Jim Sagevid 59f7d9fb34 Fix for broken downcasts. 2012-08-10 14:09:42 +02:00
Jim Sagevid c13ab68790 Updated visual studio projects. 2012-08-10 11:57:59 +02:00
Jim Sagevid 0d9a94a821 Merge branch 'const_fix' 2012-08-10 11:47:38 +02:00
Jim Sagevid 8447a0691a Updated tests 2012-08-10 11:46:33 +02:00
Jim Sagevid 2ddea1d39a Fix for broken mutable uniform support. 2012-08-10 11:41:45 +02:00
Jim Sagevid a2e436c7f5 First simple test working with all constant folding ripped out. Const qualifiers are emitted as well as array/struct initializers. All tests are not working yet, still WIP. 2012-08-08 17:24:20 +02:00
Jim Sagevid 06a5408705 Ripped out all constant folding stuff, and the project now compiles. 2012-08-02 11:37:04 +02:00
Aras Pranckevicius 84bfdf5817 fix windows build 2012-07-04 14:03:47 +03:00
Aras Pranckevicius ef945e3228 support round() and trunc(), fixes #11 2012-07-04 12:53:57 +03:00
Aras Pranckevicius 8ccb9ea8d7 fix const-related warnings 2012-06-21 16:54:53 +03:00
Aras Pranckevicius e842251d7b refactor loops to explicitly have a loop type (before, a for loop without a terminal expression was converted into a while loop) 2012-05-10 09:45:59 +03:00
Aras Pranckevicius 85e2c1bc25 tests: various for loop variants 2012-05-10 09:12:14 +03:00
Aras Pranckevicius 72d6c6c301 tests: add test for lighting loop in pixel shader 2012-05-10 07:58:28 +03:00