Commit graph

20 commits

Author SHA1 Message Date
Isaac Marovitz
88dd2984be Fix FragmentOutputColor Type 2024-09-28 19:03:01 -04:00
Isaac Marovitz
087bf71a13 FragmentOutputDepth Fixes 2024-09-28 19:03:01 -04:00
Isaac Marovitz
3e1f624308 Depth Sampler Fixes 2024-09-28 19:03:01 -04:00
Isaac Marovitz
8b2cc4ccf1 Revert position changes 2024-09-28 19:03:01 -04:00
Isaac Marovitz
6f44dcc416 More shader fixes 2024-09-28 19:03:01 -04:00
Samuliak
979da4c1ab declare local memory 2024-09-28 19:03:01 -04:00
Samuliak
f08d3a7517 support multiple render targets & fix: incorrect texture name 2024-09-28 19:03:01 -04:00
Samuliak
6295153a28 support fragment coord as an input to a shader 2024-09-28 19:03:01 -04:00
Isaac Marovitz
70ba3506b0 Cleanup Shader I/O 2024-09-28 19:03:01 -04:00
Isaac Marovitz
35cc208435 Fix fragment shader bindings 2024-09-28 19:03:01 -04:00
Isaac Marovitz
e517cfeb8f Fix some shader gen problems… 2024-09-28 19:03:01 -04:00
Isaac Marovitz
df8fca012f Formatting 2024-09-28 19:03:01 -04:00
Isaac Marovitz
511db833db Fix fragment shaders (and fuck everything up) 2024-09-28 19:03:01 -04:00
Isaac Marovitz
98e2ab5a49 Fix IoMap variable names
Output struct

Lazy Vertex IO

Output fixes

Fix output struct definition

MSL Binding Model description

Might need tweaks/adjustments

Cleanup

Typo + Format
2024-09-28 19:03:01 -04:00
Isaac Marovitz
a1b314acd2 Back to where we were
First special instruction

Start Load/Store implementation

Start TextureSample

Sample progress

I/O Load/Store Progress

Rest of load/store

TODO: Currently, the generator still assumes the GLSL style of I/O attributres. On MSL, the vertex function should output a struct which contains a float4 with the required position attribute.

TextureSize and VectorExtract

Fix UserDefined IO Vars

Fix stage input struct names
2024-09-28 19:03:01 -04:00
Isaac Marovitz
163be0a159 Update for new Shader IR format 2024-09-28 19:03:01 -04:00
Isaac Marovitz
bbc2ac2e9b Vertex Input Attributes 2024-09-28 19:03:01 -04:00
Isaac Marovitz
f07327166c More Shader Gen Stuff
Mostly copied from GLSL since in terms of syntax within blocks they’re pretty similar. Likely the result will need tweaking…

Isn’t that conveniant?

“Do the simd_shuffle”

atomics

Remaining instructions

Remove removed special instructions

Getting somewhere…
2024-09-28 19:03:01 -04:00
Isaac Marovitz
27effab989 Warn when generating unsupported shader 2024-09-28 19:03:01 -04:00
Isaac Marovitz
ebaf1d8258 Start Metal Backend
Revert build yml changes
2024-09-28 19:03:01 -04:00