In debian/watch no matching files for watch source https://hg.icculus.org/icculus/mojoshader/log
commit de90c4dd9464f57bdc2687ce1053c09a750d7c0e Author: yangfl <yangfl@users.noreply.github.com> Date: Sat Sep 6 23:53:19 2025 +0800 debian: update to 0.0~hg1314+git20250606.93d9d45+dfsg commit f3660dcc5f0a5dc14070ddd630594436118f9a81 Merge: 244e77a c13c61b Author: yangfl <yangfl@users.noreply.github.com> Date: Sat Sep 6 23:54:53 2025 +0800 Merge tag 'upstream/0.0_hg1314+git20250606.93d9d45+dfsg' commit 244e77aee17f50ca182c786202f1a7a1aa0dde42 Author: yangfl <yangfl@users.noreply.github.com> Date: Thu Jul 22 00:15:59 2021 +0800 debian: update to 0.0~hg1314+dfsg-1.1 commit 3648a4021d87bd78da734bb78d77e9418c944bcd Author: yangfl <yangfl@users.noreply.github.com> Date: Sun Oct 18 02:01:58 2020 +0800 debian: init commit bc9493a29a44045c1fe156a509f17b40bafddb5d Author: yangfl <yangfl@users.noreply.github.com> Date: Sun Oct 18 01:59:38 2020 +0800 New upstream version 0.0~hg1314+dfsg commit 3f92b17b13f8e5052f7a9c4be4492ac1ab313619 Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Oct 15 01:17:45 2020 -0400 D3D11: Increase bool uniform buffer size (thanks @jeffphilp!) commit 385d4d8345dac82f50099fa6e61c4ce38326822c Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Oct 15 01:03:56 2020 -0400 Missed an increment... commit 274c8a28761c2ae5d843726fa711bc5d3f7fc9d1 Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Oct 15 00:57:03 2020 -0400 D3D11: bool constants are stored as int4 (thanks @jeffphilp!) commit 7cc0e897d55e296f60dfce0f80975d6940258b52 Author: Ryan C. Gordon <icculus@icculus.org> Date: Wed Oct 14 16:43:03 2020 -0400 opengl: Don't assert if vs_flip_loc == -1. This can be -1 if the GLSL compiler removed it, or if you bound a program without a vertex shader at all. commit 2009682b62327fe208399a175adaf30c56528025 Author: Ryan C. Gordon <icculus@icculus.org> Date: Tue Oct 13 01:23:44 2020 -0400 glsl: better fix for incorrect SM1.1 defines. commit 54a5dcb5d11e58c9ba131c019f44f3850faf919c Author: Ryan C. Gordon <icculus@icculus.org> Date: Tue Oct 13 01:23:19 2020 -0400 Make sure attribute registers are declared correctly in weird SM1 case. commit 410f63c108e8ad3e30646d50c61a2abaf3bdc3fc Author: Ryan C. Gordon <icculus@icculus.org> Date: Tue Oct 13 01:03:20 2020 -0400 glsl: for SM1.1, don't add incorrect gl_TexCoord defines. We handled this elsewhere. commit 5618e7c7b38615c184ceecb2f230df7979c35046 Author: Ryan C. Gordon <icculus@icculus.org> Date: Tue Oct 13 01:02:07 2020 -0400 utils: Added testglcompile.c, to see if the GL accepts our generated shaders. commit ffe4285c4ca4acb5f601cbb930c81519633e49f3 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Oct 12 15:33:01 2020 -0400 assembler: Don't lose the TEXBEM opcode in the special ps_1_1 TEX detection. commit 10bbf0ed6e5028017bbeb4911c555b329ff8e5ce Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Fri Oct 2 14:48:29 2020 -0400 d3d11: Fix possible leaks after compiling shaders commit 07ce8799af88910a3d319a085993713c3cfb9339 Author: Evan Hemsley <evan@moonside.games> Date: Wed Sep 30 22:51:53 2020 -0400 vulkan: Add support for multithreaded UBOs commit a11f5a477206c2815f5891f97527dd9bf70cbcfd Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Sun Aug 30 21:35:31 2020 -0400 spirv: Separate pixel shader outputs from inputs, fix linker accordingly commit 29035a88bf72837d25b65dce647e4406a8134c4b Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Aug 27 17:18:38 2020 -0400 vulkan: Fix overlapping pixel/vertex shaders where one shader is NULL commit f0ece9e6cf9fc4f82132d4f3cee09472fed756b0 Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Wed Aug 26 14:37:18 2020 -0400 Write locations for SPIR-V pixel shader outputs commit 16900dfa4a8315ea264282ec0204115f3113a2fa Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Tue Aug 25 22:41:43 2020 -0400 Handle MOJOSHADER_USAGE_UNKNOWN in SPIR-V linker commit 27548b2e4a3a6a04f5248daaf7d3d58c82e0cbe0 Author: Martin Krošlák <kroslakma@gmail.com> Date: Thu Jul 23 18:16:22 2020 -0400 Fix SM1 shaders on SPIR-V after TEX* opcodes changes: - Fix implicit input attribute on SPIR-V profile - Remove texcoord attribs from other TEX* opcodes commit 98891de11074a3b1c582775820631f32d81aae3d Author: Ryan C. Gordon <icculus@icculus.org> Date: Thu Jul 23 05:12:09 2020 -0400 assembler: set the default source arg swizzle to the correct value. commit 910ee021ca4ed5099414bd11c531b2fc0371e884 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 20:07:44 2020 -0400 metal: Fix RCP and RSQ output to match GLSL. commit 26d4e3e4c4c539d08232ca3392e6785b7b4d0e49 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 20:07:06 2020 -0400 d3d11: Only build the D3D11 glue code on Windows. commit b462c122117293f2f3e7e8387e9db5eace4977d2 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 20:06:34 2020 -0400 cmake: build the HLSL profile by default. commit 0be64e51b6d80690b82497fec94f595f7c104097 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 19:24:46 2020 -0400 Rebuilt the lexer with a much newer re2c. commit 301d9fd9128ae04561f3b6ddeaf1909040c189b4 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 19:22:41 2020 -0400 glsl: Correct RCP and RSQ output. commit 8bf914f14ec75ecba81a65a7e1fd42d310f674af Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 19:02:27 2020 -0400 glsl: Fix compiler warning. commit 478b7df10d0a6678a293659d216d5e8bf154aa41 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 18:53:54 2020 -0400 RSQ opcode requires replicate swizzle. commit 42cf2e1993bfd5f7d03089f5fac394f852d42f28 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 16:14:43 2020 -0400 The assembler needs to accept an implicit ".x" swizzle on RCP's source arg. commit 6d924fd5f64f417290db024d79e4b4b914142ae8 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 15:37:27 2020 -0400 Minor replicate_swizzle optimization. Do it in two tests instead of three, and with two shifts instead of five. commit e4d45506a7c5aec8af61b8d46ee1bdefc56521c7 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 15:35:34 2020 -0400 Clean up assembler writemask parsing a little. commit 22f285342ed5f21a8e79ea43df5643012930fda1 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 15:18:14 2020 -0400 List default writemasks for instructions. This lets this line of assembly generate correct code: m3x3 r7, r4, c28 As this is legal, but the bytecode validator will throw it out for having a writemask of .xyzw on r7 when it requires .xyz. The assembler needs to know what the implicit writemask should be in this circumstance. (Some instructions might still be incorrect, but are left at the default of a full .xyzw writemask, so they continue to act as before until corrected.) commit 26a72ae345744fa4d604a4ea9d53b4fe33c22869 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 15:14:32 2020 -0400 Fixed typo in error message. commit 13f521666b01d1f785060160600d4e74e4576bf8 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 14:54:14 2020 -0400 Assembler now accepts "c[5]" as equivalent to "c5". This only accepts a constant integers, you can't currently do something like "c[2+3]" even if the constants could be completely folded during assembly. I don't know if Microsoft's tools allow that, will have to revisit later if so. commit 5ef758ac583af2fb7160016cde5294d8d286ae70 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 14:52:00 2020 -0400 Assembler now deals with scalar registers specifying a write mask better. commit 13434162abbc69b67088f4d55faebe95ea6c478d Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 14:51:03 2020 -0400 Don't make the MOJOSHADER_DO_INSTRUCTION_TABLE caller undef everything after. commit 1d735fd921a9d3f7fa3e038d0ea159b2efd9eb09 Author: Ryan C. Gordon <icculus@icculus.org> Date: Mon Jul 20 14:50:10 2020 -0400 For SM1.1 TEX, don't add texcoord attributes. Other parts of the system will generate the tX registers as global variables, assign gl_TexCoord[X] to them, and overwrite them with the sampled pixels during the TEX instruction. Setting these as texcoord attributes causes it to _also_ generate a generic vertex attribute and cause all sorts of problems. commit f467eba8e249c139f24f5e5f0fab664bd0e69383 Author: Ryan C. Gordon <icculus@icculus.org> Date: Sun Jul 19 23:44:13 2020 -0400 Correct the reported usage on SM1 vertex shader input registers. They are hardcoded to mean specific things (v0 is POSITION0, v1 is BLENDWEIGHT, etc). commit bbcbb07a2607591fbc1bf6f6512c6d7a2e3651d9 Author: Caleb Cornett <caleb.cornett@outlook.com> Date: Tue Jul 7 21:00:14 2020 -0400 VS2010 buildfix commit bfb677759ec38088ae276e31a868cb6c9740d485 Author: Caleb Cornett <caleb.cornett@outlook.com> Date: Tue Jul 7 19:25:47 2020 -0400 Metal uniform buffer overhaul. 1. Metal now uses a single, ~1MB uniform buffer per frame that is shared among all shaders. From my testing this should be more than enough room for the FNA catalog (aside from possibly Little Racers Street with its memory leak). This is a major boon for Metal memory management since it only requires one buffer instead of 3,000 (in LRS's case)! And it simplifies the internal workings of mojoshader_metal dramatically. 2. Metal now has a MOJOSHADER_mtlMakeContextCurrent API to match GL and Vulkan. Other parts of the context API have been rewritten as well to match the behavior you'd expect. 3. The MOJOSHADER_mtlGetUniformBuffers function has been replaced with MOJOSHADER_mtlGetUniformData. Now that we only use a single uniform buffer, there's no need to return one for each of the shaders. 4. The MOJOSHADER_mtlGetFunctionHandle function no longer allocates memory. Instead, all MTLFunction handles are cached in the MOJOSHADER_mtlShader structs at library creation time. This removes the burden of memory management from the user. 5. A variety of formatting and documentation updates. commit 475e16340159f51c9b582d30aa02d726f88e5a06 Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Tue Jul 7 17:44:32 2020 -0400 spirv: Fix bogus detection of PSIZE0 commit 7a9966ba0dc989a5c54964a8a4667bd691efab11 Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Tue Jul 7 17:19:45 2020 -0400 Add dynamic linking support for SPIR-V modules commit b76b339f9335a17fe47b5a4ad4196b16e4de1d55 Author: Evan Hemsley <evan@moonside.games> Date: Mon Jul 6 16:23:06 2020 -0400 vulkan: Rework UBO allocation to use a single monolithic buffer commit 294eb3ca74afc2026e706ad872ed2b61c1b8144b Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Mon Jul 6 12:51:28 2020 -0400 vulkan: Fix uniform buffer copies for bools commit 36749645f91c09c7b0bd295da54ece4ad7035782 Author: Martin Krošlák <kroslakma@gmail.com> Date: Fri Jul 3 10:43:01 2020 -0400 spirv: Fix support for FOG1 commit 56dd8ebd82fa8fe7e46dbfc746403bae553e2e79 Author: Martin Krošlák <kroslakma@gmail.com> Date: Thu Jul 2 18:08:57 2020 -0400 spirv: Fix texcoord use before load commit 8ced82312c76f4625e5c661df651b2fed1f7f63f Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Jul 2 18:08:02 2020 -0400 Fix include path for vulkan.h commit e9cea7af43b4e7439f55244580000f7a71167be2 Author: Evan Hemsley <evan@moonside.games> Date: Wed Jul 1 04:29:09 2020 -0400 Add support for Vulkan rendering. Co-authors include: - Caleb Cornett <caleb.cornett@outlook.com> - Martin Krošlák <kroslakma@gmail.com> - Ethan Lee <flibitijibibo@flibitijibibo.com> commit 62c954fa36a605786d3980cf417e969a9d02e02b Author: Ethan Lee <flibitijibibo@flibitijibibo.com> Date: Thu Jun 25 10:35:29 2020 -0400 Add getError to effectShaderContext
Among the 2 debian patches available in version 0.0~hg1314+dfsg-1.1 of the package, we noticed the following issues: