4 Commits

Author SHA1 Message Date
thfr
e910788483 update mojoshader to changeset 1214
This allows running most recent FNA games to run (e.g. Sumico,
Unexplored).

No regressions on testing with FNA games, including:

Apotheon, At the Gates, Axiom Verge, Celeste, CometStriker, Dust AET,
FEZ, Flinthook, Flotilla, Hacknet, Rogue Legacy, Owlboy, Salt and
Sanctuary
2019-09-19 16:36:07 +00:00
sthen
3318ced016 replace simple PERMIT_PACKAGE_CDROM=Yes with PERMIT_PACKAGE=Yes 2019-07-12 20:46:54 +00:00
thfr
5c1b359e87 bulk-update maintainer email, reminded of need to bump & ok phessler@ 2019-01-06 21:26:02 +00:00
awolk
b64461c9ee Import graphics/mojoshader
OK sthen@, bcallah@

Submitted by Thomas Frohwein, who takes MAINTAINER (thanks!)

MojoShader is a library to work with Direct3D shaders on alternate 3D
APIs and non-Windows platforms. The primary motivation is moving shaders
to OpenGL languages on the fly. The developer deals with "profiles" that
represent various target languages, such as GLSL or ARB_*_program.

This allows a developer to manage one set of shaders, presumably written
in Direct3D HLSL, and use them across multiple rendering backends. This
also means that the developer only has to worry about one (offline)
compiler to manage program complexity, while MojoShader itself deals
with the reduced complexity of the bytecode at runtime.

MojoShader provides both a simple API to convert bytecode to various
profiles, and (optionally) basic glue to rendering APIs to abstract the
management of the shaders at runtime.
2018-01-12 22:50:45 +00:00