1. 18 Feb, 2017 1 commit
  2. 17 Feb, 2017 6 commits
  3. 15 Feb, 2017 2 commits
  4. 14 Feb, 2017 1 commit
  5. 13 Feb, 2017 1 commit
  6. 11 Feb, 2017 2 commits
  7. 10 Feb, 2017 3 commits
    • Add basic HS/DS implementation. · 858c928a
      steve-lunarg authored
      This obsoletes WIP PR #704, which was built on the pre entry point wrapping master.  New version
      here uses entry point wrapping.
      
      This is a limited implementation of tessellation shaders.  In particular, the following are not functional,
      and will be added as separate stages to reduce the size of each PR.
      
      * patchconstantfunctions accepting per-control-point input values, such as
        const OutputPatch <hs_out_t, 3> cpv are not implemented.
      
      * patchconstantfunctions whose signature requires an aggregate input type such as
        a structure containing builtin variables.  Code to synthesize such calls is not
        yet present.
      
      These restrictions will be relaxed as soon as possible.  Simple cases can compile now: see for example
      Test/hulsl.hull.1.tesc - e.g, writing to inner and outer tessellation factors.
      
      PCF invocation is synthesized as an entry point epilogue protected behind a barrier and a test on
      invocation ID == 0.  If there is an existing invocation ID variable it will be used, otherwise one is
      added to the linkage.  The PCF and the shader EP interfaces are unioned and builtins appearing in
      the PCF but not the EP are also added to the linkage and synthesized as shader inputs.
      Parameter matching to (eventually arbitrary) PCF signatures is by builtin variable type.  Any user
      variables in the PCF signature will result in an error.  Overloaded PCF functions will also result in
      an error.
      
      [domain()], [partitioning()], [outputtopology()], [outputcontrolpoints()], and [patchconstantfunction()]
      attributes to the shader entry point are in place, with the exception of the Pow2 partitioning mode.
  8. 09 Feb, 2017 5 commits
  9. 08 Feb, 2017 1 commit
  10. 07 Feb, 2017 11 commits
  11. 06 Feb, 2017 1 commit
    • Added --vn option to generate a C header file containing a variable assigned to… · aea3c890
      Flavio authored
      Added --vn option to generate a C header file containing a variable assigned to the hex representation of the shader. This is a standard feature on Microsoft's HLSL compiler and it allows developers to include pre-compiled shaders directly into the code. This option enables "Hex output", so it is NOT required to specify -x as well. The output file name is preserved, so no ".h" extension is added. If you want the output file to have ".h" extension then you have to specify it on the output file name. The generated header file uses the "#pragma once" pragma to avoid multiple inclusions.
  12. 02 Feb, 2017 3 commits
  13. 31 Jan, 2017 1 commit
  14. 30 Jan, 2017 2 commits