Hajime Hoshi
4a964da0aa
internal/shaderir: fix type mismatches
2024-04-12 23:42:06 +09:00
Hajime Hoshi
a4abc4472b
internal/shaderir/msl: always use the same function names
2024-01-07 18:54:15 +09:00
Hajime Hoshi
63df6168d9
internal/shader: use plural forms for Kage compiler directives
...
This change renames
```
//kage:unit texel
//kage:unit pixel
```
to
```
//kage:unit texels
//kage:unit pixels
```
.
Closes #2717
2023-08-01 11:41:38 +09:00
Hajime Hoshi
e225f118fb
internal/shaderir: use ConstType just for an assetion
...
Updates #2550
2023-07-29 14:02:26 +09:00
Hajime Hoshi
49582519c1
all: add a compiler directive kage:unit
...
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.
With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.
With the texel-unit mode, the behavior is the same as the current
behavior.
Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
00e45affe9
all: update OpenGL version from 2.1 to 3.2
...
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.
Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
b211b79a5c
internal/shader: use a return statement in a fragment shader entrypoint
...
Updates #2247
2022-08-17 22:02:13 +09:00
Hajime Hoshi
cf92158e33
ebiten: bug fix: add an indirect function call for a fragment shader
...
Closes #2245
Closes #2247
2022-08-17 16:37:37 +09:00
Hajime Hoshi
6f00221051
internal/shaderir/msl: rename the package name
...
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
...
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
df2133186d
internal/shaderir: bug fix: test failures
2022-03-04 19:01:58 +09:00
Hajime Hoshi
bf48a0b11a
internal/shaderir: bug fix: test failures
2022-01-12 01:57:06 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports ( #1837 )
...
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
b72848dc97
shaderir: Bug fix: Test failures
...
Updates #1404
2020-11-21 19:17:31 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
031f8376e9
shaderir: Refactoring
2020-09-08 03:51:29 +09:00
Hajime Hoshi
3b040e5f22
Fix test failures
2020-09-08 03:10:59 +09:00
Hajime Hoshi
5d2606b6a5
shader: Bug fix: Wrong local variable indices in blocks
2020-08-10 01:09:02 +09:00
Hajime Hoshi
646518f2e8
shaderir: Fix the test side: local variables for 'for' stmts must be reserved
2020-08-09 22:12:35 +09:00
Hajime Hoshi
b73fecae79
shaderir: Add tests for different counter types
2020-08-09 21:44:06 +09:00
Hajime Hoshi
2707915376
shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables with multiple 'for' statements
2020-08-09 20:12:56 +09:00
Hajime Hoshi
80361443cc
shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables in for
2020-08-09 20:06:13 +09:00
Hajime Hoshi
ee9257e626
shaderir: Use pointers for Block
2020-08-09 18:00:55 +09:00
Hajime Hoshi
8bac08cbd9
Add internal/shaderir/glsl
2020-08-03 23:27:27 +09:00
Hajime Hoshi
79e252c158
shaderir: Refactoring
2020-08-02 00:09:12 +09:00
Hajime Hoshi
fa60e31997
shaderir: Bug fix: Pass tests
2020-08-01 21:22:47 +09:00
Hajime Hoshi
a43efb66b2
shaderir: Bug fix: Function prototypes were required for GLSL
...
Fixes #1267
2020-07-28 00:04:03 +09:00
Hajime Hoshi
f95ca46c99
shaderir: Add Stmt.ForVarType and use constant.Value
...
Updates #1230
2020-07-12 22:31:12 +09:00
Hajime Hoshi
291d69500b
shaderir: Add Stmt.ForVarIndex
...
Updates #1230
2020-07-12 21:55:07 +09:00
Hajime Hoshi
912135d1e7
shaderir: Use constant.Value for number literals
...
Updates #1190
2020-06-21 01:30:23 +09:00
Hajime Hoshi
2869885816
shaderir: Fix the initial variable values on GLSL
...
This is for consistency with number literals we are introducing.
Updates #1190
2020-06-17 01:59:02 +09:00
Hajime Hoshi
9a5481459a
shaderir: Remove inout params
2020-06-07 19:24:27 +09:00
Hajime Hoshi
39c09a4f88
shaderir: Change the param order of fragment shaders
2020-06-03 02:01:50 +09:00
Hajime Hoshi
fa5b2ed730
shaderir: Change the param order
2020-06-03 00:46:52 +09:00
Hajime Hoshi
6fa7b4bb5a
shader: Analyze blocks and shadowings
2020-06-01 00:58:33 +09:00
Hajime Hoshi
f38ca35608
shaderir: Remove attribute variables from fragment shaders
2020-05-23 19:06:44 +09:00
Hajime Hoshi
125f85effe
shaaderir: Use gl_FragColor
2020-05-23 18:18:22 +09:00
Hajime Hoshi
7937b302e3
shaderir: Do not use () for the callees
2020-05-23 18:06:50 +09:00
Hajime Hoshi
a338c7180c
shaderir: Split vertex shader and fragment shader at Glsl()
2020-05-21 23:58:08 +09:00
Hajime Hoshi
29dbad28f9
shaderir: Add new lines
2020-05-17 17:06:21 +09:00
Hajime Hoshi
156ed320cc
shaderir: Remove Variable and VariableType
2020-05-17 04:28:03 +09:00
Hajime Hoshi
094d845edd
shaderir: Remove Ident
2020-05-17 03:00:57 +09:00
Hajime Hoshi
8a6140a92f
shaderir: Refactoring
2020-05-17 02:45:03 +09:00
Hajime Hoshi
7e274050a3
shaderir: Add swizzling
2020-05-17 02:24:35 +09:00
Hajime Hoshi
7648271eff
shaderir: Implement bulit-in functions
2020-05-17 00:33:22 +09:00
Hajime Hoshi
316e502f4b
shaderir: Add predefined macros
2020-05-16 23:29:01 +09:00
Hajime Hoshi
66e76597d8
shaderir: Implement fragment function
2020-05-16 23:07:24 +09:00
Hajime Hoshi
ddaed674dd
shaderir: Implement vertex function
2020-05-16 22:50:20 +09:00
Hajime Hoshi
eb5a2efad8
shaderir: Implement return
2020-05-16 20:16:04 +09:00
Hajime Hoshi
57d80c185e
shaderir: Implement call
2020-05-16 19:19:16 +09:00