Blender Git Statistics -> Branches -> gpu-shader-descriptor
"Gpu-shader-descriptor" branch
Total commits : 6
Total committers : 1
First Commit : November 24, 2021
Latest Commit : November 24, 2021
Commits by Date
Date | Number of Commits | |
---|---|---|
November 24, 2021 | 6 |
Committers
Author | Number of Commits |
---|---|
Clément Foucault | 6 |
Popular Files
Filename | Total Edits |
---|---|
CMakeLists.txt | 5 |
gpu_shader_builder.c | 4 |
gpu_shader_dependency.cc | 3 |
workbench_prepass.desc.h | 3 |
gpu_shader_3D_flat_color.desc.h | 3 |
workbench_effect_cavity.desc.h | 2 |
draw_fullscreen.desc.h | 2 |
draw_object_infos.desc.h | 2 |
draw_view.desc.h | 2 |
gpu_shader_descriptor.h | 2 |
Latest commits
November 24, 2021, 20:41 (GMT) |
Improve formating |
November 24, 2021, 19:09 (GMT) |
Fix compilation & dependency depth |
November 24, 2021, 18:46 (GMT) |
Make shaders sources from draw included in the dependency library. |
November 24, 2021, 17:56 (GMT) |
Fix compilation issues on MSVC and a bug in builder |
November 24, 2021, 16:58 (GMT) |
GPUShaderDependency: Initial Commit This is a prototype to support `#include` directive inside glsl sources. The sources are aggregated into a list before being translated to byte_array. This list is used to generate a mapping between the filename and the associated byte_array. For each byte_array, we search for any `#include` and store the file to merge. At runtime, for one input filename we concatenate all byte_arrays that are needed following the include order and avoiding double include. This is meant to evolve into a fully supported `#include` system. |
November 24, 2021, 16:52 (GMT) |
GPUShaderDescriptor: Initial Commit This is a first draft of what the Shader Descriptor system could be. A shader descriptor provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. |
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