icculus / mojoshader

Use Direct3D shaders with other 3D rendering APIs.
https://icculus.org/mojoshader/
zlib License
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Store pixel shader input attributes, add type data to vertex attributes #26

Closed TheSpydog closed 4 years ago

TheSpydog commented 4 years ago

I noticed a couple issues while working on the HLSL emitter: 1) Mojoshader does not store pixel shader input elements. The attribute_count field of parse data for pixel shaders is always 0. This also means testparse always displays pixel shader inputs as (none.). 2) Testparse always reports vertex attribute types as <unknown>, which isn't terribly helpful for debugging.

This patch fixes both issues.

flibitijibibo commented 4 years ago

Makes sense to me, go ahead and use this for d3d11 and I’ll get this in tomorrow!

flibitijibibo commented 4 years ago

Pushed to hg https://hg.icculus.org/icculus/mojoshader/rev/422f68756c9f