Mirror of MojoShader hosted at icculus.org.
修訂. | 時間 | 作者 | 訊息 RSS |
5f797fb3 | 2020-05-03 16:52:42 | Martin Krošlák | Add descriptor set assignment |
ed07dd99 | 2020-05-03 07:29:29 | Caleb Cornett | metal: Set ctx to NULL after free |
cee4402d | 2020-04-27 11:35:13 | Ethan Lee | Put the vertex sampler offset firmly at TEXTURE16 |
30f8b128 | 2020-04-27 02:02:35 | Ethan Lee | Fix memory leak in mtlDeleteShader |
349cc898 | 2020-04-26 06:28:48 | Ethan Lee | C buildfix |
2f03f0b5 | 2020-04-25 16:28:02 | Martin Krošlák | Add uniform block support for vulkan |
fd8111be | 2020-04-24 22:23:20 | Ethan Lee | Unused variables |
cd51a612 | 2020-04-24 22:16:40 | Ethan Lee | Forgot to commit the new testparse... |
ad9a16c8 | 2020-04-24 22:13:10 | Ethan Lee | Major refactor of the Effects API. The previous API was ... |
311c02c8 | 2020-04-24 22:05:12 | Ethan Lee | Use __cdecl instead of __stdcall |
To use this in your project: - Add mojoshader*.c and mojoshader*.h to your project. - Compile mojoshader*.c - If you don't have a C99-compliant compiler, like Microsoft Visual Studio, you'll need to compile the .c files as C++ to get them to build. - If you don't have cmake to generate mojoshader_version.h, you can either add a blank file with that name, or add MOJOSHADER_NO_VERSION_INCLUDE to your preprocessor definitions. // end of README.txt ...
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