ebiten/internal/shaderir
Hajime Hoshi fda0b1cbcb internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
D3DCompile can be a very slow function, and let's skip this if possible.
2022-12-24 17:44:54 +09:00
..
glsl internal/shaderir: rename TextureNum to TextureCount 2022-12-24 15:55:05 +09:00
hlsl internal/graphicsdriver/directx: reuse a compiled vertex shader if possible 2022-12-24 17:44:54 +09:00
msl internal/shaderir: rename TextureNum to TextureCount 2022-12-24 15:55:05 +09:00
export_test.go internal/shaderir: cache reachable uniform variables 2022-11-04 01:28:24 +09:00
ir_test.go internal/shader: use a return statement in a fragment shader entrypoint 2022-08-17 22:02:13 +09:00
program.go internal/shaderir: rename TextureNum to TextureCount 2022-12-24 15:55:05 +09:00
reachable_test.go internal/shaderir: cache reachable uniform variables 2022-11-04 01:28:24 +09:00
type.go internal/shader: introduce integer vectors (ivec2, ivec3, ivec4) 2022-11-21 00:31:23 +09:00