1. 15 Oct, 2019 7 commits
  2. 12 Oct, 2019 5 commits
  3. 11 Oct, 2019 6 commits
  4. 10 Oct, 2019 1 commit
  5. 07 Oct, 2019 1 commit
  6. 06 Oct, 2019 1 commit
  7. 04 Oct, 2019 1 commit
  8. 03 Oct, 2019 2 commits
    • Move install directory for SPIRV/ folder. · 7b0e2363
      dan sinclair authored
      Currently the SPIRV/ folder will get installed into the include
      directory. This folder is part of GLSLang, so it makes more sense under
      glslang/SPIRV.
      
      Currently, GLSLang will install a SPIRV/ folder while spirv-headers will
      install a spirv/ folder. This is confusing and will cause issues on a
      case sensitive filesystem if both are installed at the same time.
    • Merge pull request #1918 from KhronosGroup/format-attributes · 135e3e35
      John Kessenich authored
      HLSL: Add attributes for image formats and nonreadable/nonwritable
  9. 30 Sep, 2019 1 commit
  10. 28 Sep, 2019 1 commit
  11. 25 Sep, 2019 1 commit
  12. 20 Sep, 2019 2 commits
  13. 19 Sep, 2019 3 commits
  14. 18 Sep, 2019 8 commits
    • Merge pull request #1908 from digit-google/fuchsia-fixes · 4b5159ea
      John Kessenich authored
      Fix Fuchsia build.
    • Fix Fuchsia build. · 9d43c7f3
      David 'Digit' Turner authored
      The Fuchsia build is very picky about newlines at the end of files
      and will complain loudly about them. Removing the -Wnewline-eof
      warning solves the issue.
    • Separate GLSLANG_WEB (min-size build) and Emscripten options · 4391924a
      Kai Ninomiya authored
      Allows building non-min-size builds with Emscripten.
      Adds ENABLE_GLSLANG_WEB_DEVEL.
      Moves the glslang.js files to OSDependent/Web.
      Small cleanups and docs update.
    • README: Fix WASM typos. · e0932f67
      John Kessenich authored
    • Reflection will crash when the VS input symbol defines the same name with FS output symbol · f4b2ba2c
      Chow authored
      [PURPOSE]:
      The current process design for Uniform / Block / Pipe IO symbols reflection (during program linking) is as following :
      
      1.1 using a global mapper called 'TNameToIndex' to store all the relationship of name (of symbols) to their indexes (in their own MapIndexToReflection vectors).
      
      1.2 TNameToIndex mapper will be used during program linking and helps to check and merge duplicate symbols within each stage ( Uniform, Block and Pipe IO)
      
      1.3 Different types of symbols will have their own index mapping storage. All those symbols will share TNameToIndex as a general searching mapper.
      
      1.4 Only IN in first stage and OUT in last stage will be dealed within traversing functions.
      
      Now, here we meet those problems:
      
      2.1 In and Out variables for pipelines are mapping to different MapIndexToReflection vector (ioItems), but they may still have same names within the general symbol search mapper : TNameToIndex.
      
      2.2 Then, when there are same symbols of IN in VS and OUT in FS, TNameToIndex could not tell the difference because it only stores one local index for one symbol (1:1) as a pair of KeyValue.
      
      [What fixed]:
      
      Seperate I/O from other symbols like Uniform and Block (it is wrong to keep them all in TNameToIndex), and save in new searching mappers called pipeInNameToIndex and pipeOutNameToIndex.
      
      Expose new top-level functions defined as getReflectionPipeIOIndex and getPipeIOIndex for users who need to query Pipe I/O information (As they may reach those things through getUniformIndex and getReflectionIndex now, which is a confused way.)
      
      As there are 2 mappers for above symbols, users needs to input second argument when they wanna reach those pipe I/O parameters, that's also why we need to modify GET functions either.
      
      [Test Case]:
      
      The shader is as following:
      
      ######### VS ############
      layout(location = 0) in vec4 g_position;
      layout(location = 1) in vec4 g_color;
      out StageData {
      vec4 color;
      } g_vs_out;
      void main() {
      gl_Position = g_position;
      g_vs_out.color = g_color;
      }
      
      ########### FS #############
      in StageData {
      vec4 color;
      } g_fs_in;
      layout(location = 0) out vec4 g_color;
      void main() {
      g_color = g_fs_in.color;
      }