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Author SHA1 Message Date
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
239ecc8d56 Revert "Another big WebGPU compatibility patch"
This reverts commit 3229c4fa2c.
2022-03-10 10:21:09 -05:00
71d0eff8dc Revert "Next big changes to make WebGPU work"
This reverts commit 0a95ee2fa8.
2022-03-10 10:20:50 -05:00
0a95ee2fa8 Next big changes to make WebGPU work
Dynamic buffers are removed, since that's now the renderer's job. Texture usage and buffer usage has changed too.
2022-03-07 11:11:17 -05:00
3229c4fa2c Another big WebGPU compatibility patch
All specialization constants are removed (they cause trouble in
WebGPU, since they don't support array sizing, and it was a pain
in Metal anyway) - they are now macro defined. WebGPU now runs, although
push constant emulation is not implemented yet.
2022-03-07 00:33:44 -05:00
e1c688bea7 Completely overhaul shader generation, again
Now it's even simpler, and it now generates multiple
shader languages at once! The copying mechanism is now
much simpler on non-mac platforms as well. HLSL is also now a supported shader target language.
2022-02-21 18:07:22 -05:00
f932f83b89 Output GLSL from shader compiler
This should be optimized later :-)
2022-02-21 12:08:27 -05:00
f0a72530b7 Remove some unnecessary cruft from CMakeLists.txt 2022-02-21 10:13:47 -05:00
4d9a333781 Remove, cleanup some constructors 2022-02-21 00:14:12 -05:00
c557c51eb6 Stop dumping source glsl into the console 2022-02-20 22:49:26 -05:00
d6fb539583 Add a WebGPU compat option in the shader compiler
Come on...
2022-02-20 22:28:35 -05:00
50b6c33bbc Generate SPIR-V debug information
This will be behind an option later
2022-02-18 14:38:08 -05:00
fcbf526615 Re-add support for MSL shaders 2022-02-15 12:32:42 -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
e79a98c7d2 Some minor code refactoring 2021-10-14 08:51:58 -04:00
redstrate
529bc27702 Replace old logging and format system with fmt 2021-09-13 23:41:54 -04:00
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
bae6d05184 Move console and log namespaces to prism 2021-04-20 11:23:53 -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
fcf6277032 Fix embarassing macOS/iOS switchup 2021-02-05 19:50:00 -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
482c7ef748 Fix vulkan backend validation errors 2020-09-23 09:53:45 -04:00
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
f50852abeb Use the to_language parameter instead of choosing by platform 2020-08-15 20:35:46 -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