Age | Commit message (Collapse) | Author |
|
This will need more testing, but no regressions seen so far.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This fixes a function inlining bug involving vars declared inside loop bodies.
|
|
|
|
|
|
Need to add local vars of original function to the new scope's variable
list (though the DECLs were already present).
In slang_operation_copy() call slang_replace_scope() for SLANG_OPER_BLOCK_NEW_SCOPE opers.
|
|
|
|
|
|
|
|
|
|
GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program
use row-major. So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices.
Unfortunately, this means that the expression M * V isn't very efficient since we
need to extract the rows out of M. And that's the typical expression for vertex
transformation: gl_ModelViewProjectionMatrix * gl_Position.
Solve this inefficiency by looking for M*V expressions and replacing them
with V*Transpose(M).
Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose
matrices.
|
|
|
|
|
|
|
|
Used to track the number of components in a float/int/bool literal.
Helps with some typechecking things.
Fixes problems with calls such as "distance(v2, vec2(1.0, 2.0))"
|
|
corruption bug
|
|
Implement assignment/move for types larger than 4 floats.
Fix codegen bug for "return expr" in inlined functions.
More clean-up of storage allocation code (slang_resolve_storage).
|
|
instructions.
|
|
|
|
|
|
|
|
- add x86 code generator;
- add full support for uniforms in ARB_shader_objects;
- add assembly instruction: global_addr;
- reorganize #includes;
- built-in uniforms accessed by index, rather than by name;
- add some entries to x86sse rtasm;
- add configurations to VC6 projects: 'Release x86' and 'Debug x86';
- #define SLANG_X86 active only on VC6 x86 builds;
- introduce code export table for a shader;
- remove GNU license from the noise library;
|
|
Add experimental print functions to builtin library.
Some functionality missing:
- automatic arrays;
- general constructors;
- local variable initialization;
- texture sampling and noise;
- semantic error checking;
- function prototypes.
|
|
Minor fixes and cosmetic changes.
|