- 15 Oct, 2019 7 commits
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dan sinclair authored
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Dan Sinclair authored
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Dan Sinclair authored
This CL allows setting the location of glslangValidator and spirv-remap when calling the runtests script. A test target is added to CMake to execute runtests and sets the location to the build folder for the two applications.
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John Kessenich authored
Export glslang targets on installation
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John Kessenich authored
find Python and add External subdir only if BUILD_EXTERNAL option was set
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Fabian Wahlster authored
find Python and add External subdir only if BUILD_EXTERNAL option was set (on by default) and /External dir exists
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John Kessenich authored
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- 12 Oct, 2019 5 commits
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John Kessenich authored
Add support for GL_ARB_explicit_uniform_location
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John Kessenich authored
Fixed typo in README.md
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georgeouzou authored
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Xottab_DUTY authored
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John Kessenich authored
Remove unnecessary semi-colons and add warning about them
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- 11 Oct, 2019 6 commits
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Ryan Harrison authored
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Ryan Harrison authored
These are causing integration issues with Chromium down stream since it is more strict about these.
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John Kessenich authored
Adjusting code interface
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John Kessenich authored
Update spirv-tools known good.
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John Kessenich authored
If the semantics that require the KHR form over the EXT form are seen (OpBitcast between a vector and a pointer) promote the requested extension from the EXT to the KHR.
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Greg Fischer authored
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- 10 Oct, 2019 1 commit
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John Kessenich authored
The KHR form comes along as part of 1.5, and otherwise should require another form of request to emit it.
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- 07 Oct, 2019 1 commit
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John Kessenich authored
Move install directory for SPIRV/ folder.
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- 06 Oct, 2019 1 commit
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dan sinclair authored
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- 04 Oct, 2019 1 commit
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dan sinclair authored
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- 03 Oct, 2019 2 commits
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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.
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John Kessenich authored
HLSL: Add attributes for image formats and nonreadable/nonwritable
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- 30 Sep, 2019 1 commit
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John Kessenich authored
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- 28 Sep, 2019 1 commit
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John Kessenich authored
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- 25 Sep, 2019 1 commit
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John Kessenich authored
Reflection will crash when the VS input symbol defines the same name with FS output symbol
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- 20 Sep, 2019 2 commits
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John Kessenich authored
GLSL/SPV: Fix #1900: Drop const on literal when doing an object copy.
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John Kessenich authored
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- 19 Sep, 2019 3 commits
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John Kessenich authored
Separate GLSLANG_WEB (min-size build) and Emscripten options
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John Kessenich authored
SPV_KHR_physical_storage_buffer/SPV: Add GL_EXT_buffer_reference_uvec2
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John Kessenich authored
Adds uvec2 <-> reference constructor support. Switches from EXT to KHR for physical_storage_buffer.
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- 18 Sep, 2019 8 commits
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John Kessenich authored
Fix Fuchsia build.
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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.
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John Kessenich authored
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Kai Ninomiya authored
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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.
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John Kessenich authored
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John Kessenich authored
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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; }
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