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8 commits

Author SHA1 Message Date
fb5558b076 A huge overhaul of how hosted shader compilers work
Now it's much more usable, you are forced to use a hosted
shader compiler on a platform that needs it (for example, iOS)
and now CMake will error when it's missing. Now every
platform is very specific on which languages it needs to
be translated to, and whether a hosted compiler
is needed. No more manually copying over shaders!
2022-02-20 22:51:05 -05:00
fe45e382bc Add simple web backend 2022-02-18 16:36:48 -05:00
2771be2a57 Fix tvOS build, move common UIKit stuff into it's own folder 2022-02-18 15:13:16 -05:00
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
267f6221bf Show shader files in IDE 2020-09-22 16:21:35 -04:00
redstrate
80fd8a375b Unify standalone and runtime shader compiler, rename old ShaderCompiler to MaterialCompiler 2020-08-15 20:09:16 -04:00
redstrate
7a905fcea6 Fix shader compilation on windows 2020-08-12 22:34:09 -04:00
redstrate
4b642fcb66 Add initial files 2020-08-11 12:07:21 -04:00