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Author SHA1 Message Date
b00a39c474 Okay, reformat the rest of the engine code! 2022-08-15 11:07:28 -04:00
80a74c15cd Goodbye, WebGPU
The web backend however, is being kept - for the future in case WebGPU gets added back or WebGL support is added
2022-03-10 10:26:59 -05:00
4d9a333781 Remove, cleanup some constructors 2022-02-21 00:14:12 -05:00
d6fb539583 Add a WebGPU compat option in the shader compiler
Come on...
2022-02-20 22:28:35 -05:00
5d335b0ed3 Add placeholders for MSL, HLSL, and WGSL 2022-02-15 09:21:56 -05:00
4e0f92014a Remove obsolete MSL ShaderLanguage option
This is no longer relevant now that Metal is a unsupported GFX backend, the MSL conversion is now handled by MoltenVK
2022-02-07 13:07:30 -05:00
redstrate
fa65e99094 Rename Path -> path 2021-05-12 09:05:56 -04:00
redstrate
01966c1d81 Rename File -> file and move under the prism namespace 2021-05-12 08:50:02 -04:00
redstrate
87f15b2007 Completely redo the CMake shader compilation system
* Now shader recompilation happens only when it needs to. Hurray for faster compiles!
* Changes to constructors for ShaderSource to make it more explicit.
* The version of SPIRV-Cross is updated, and now the glslang version pulled correctly matches what SPIRV-Cross needs. This fixes the annoying "cannot parse built-ins" bug.
2021-05-09 19:10:23 -04:00
redstrate
e8fc757d99 Add basic shader editing system
POC, only registered shader is the sky shader
2021-02-16 17:10:37 -05:00
redstrate
ae599ba744 Make fragment shader stage optional
Removes the fragment on (normal) shadow pass
2021-02-04 09:36:06 -05:00
redstrate
41ef1c33f5 Add framework for compute shaders 2020-09-22 15:39:20 -04:00
redstrate
dbe23f4aa4 Add better documentation for ShaderCompiler 2020-08-15 20:42:14 -04:00
redstrate
6db47e272f Add query for shader language accepted by the current GFX api 2020-08-15 20:32:02 -04:00
redstrate
80fd8a375b Unify standalone and runtime shader compiler, rename old ShaderCompiler to MaterialCompiler 2020-08-15 20:09:16 -04:00