Akio Gaule
|
fdabdc28e1
Add support for specialization constants for shader options (#18019)
|
1 vuosi sitten |
moudgils
|
f47a05237a
Attach support for Metal shader debug symbols when explicitly asked (#98)
|
2 vuotta sitten |
moudgils
|
6b0de92cac
Fixes for Iphone 8 Max. The main fix is the gpu crash related to skinning amongst other minor cleanup.
|
2 vuotta sitten |
Guthrie Adams
|
c2205bfc1d
fixing precompiled shader builder warnings caused by incorrect job dependency configuration
|
2 vuotta sitten |
o3de-issues-bot
|
34fc7bf88a
Update 3P version and SHA256 hash for DirectXShaderCompilerDxc-1.7.2308 (#16822)
|
2 vuotta sitten |
moudgils
|
3b9855de9e
Fix various issues related to iOS build and run on Iphone 8 (#16357)
|
2 vuotta sitten |
galibzon
|
755dc58916
Remove m_buildTimeStamp from ShaderAsset and ShaderVariantAsset (#15592)
|
2 vuotta sitten |
galibzon
|
3a1423a5ce
Added "OrderOnly" job dependency. (#15551)
|
2 vuotta sitten |
moudgils
|
2a77126030
Half Float support plus other gpu perf related optimizations for mobile/VR pipeline. (#13742)
|
2 vuotta sitten |
galibzon
|
4244bc287a
Updated the ShaderVariantAssetBuilder. (#15426)
|
2 vuotta sitten |
galibzon
|
69dbcd08a5
Atom/galibzon/shader variant list builder (#14816)
|
3 vuotta sitten |
santorac
|
1dd768d9d5
Fixed the issue where dependencies were not being reported on the material type's shader code file. I just updated the regex (which is already a bit hacky anyway) to treat "#define MATERIAL_TYPE_AZSLI_FILE_PATH" as an include statement for dependency tracking purposes.
|
3 vuotta sitten |
rgba16f
|
263eb26fdb
Enable global access to resources using bindless paradigm (#13281)
|
3 vuotta sitten |
dmcdiarmid-ly
|
7734e944c3
Checked for a supported platform API before adding the azshadervariant to the product dependencies
|
3 vuotta sitten |
dmcdiarmid-ly
|
05147cf48d
Filter the root shader variant assets by the supported shader platform APIs when cloning the shader asset
|
3 vuotta sitten |
santorac
|
8ff03192b4
Added support for shader options to FullscreenTrianglePass and established a pattern that other passes can follow as well.
|
3 vuotta sitten |
santorac
|
a6480c993f
Fixed Dx12 shader stage visibility mask.
|
3 vuotta sitten |
galibzon
|
6912c88b08
All compilation flags required for shader (#7931)
|
3 vuotta sitten |
Jeremy Ong
|
aec7b58c39
Introduce Atom/GraphicsDevMode settings registry key
|
4 vuotta sitten |
Jeremy Ong
|
743ade1765
Add "Definitions" field to shader asset
|
4 vuotta sitten |
dmcdiarmid-ly
|
2b103ce445
Added support for supervariants to the PrecompiledShaderBuilder
|
4 vuotta sitten |
rgba16f
|
67689d48cc
Add precise keyword to the depth and forward pass shaders. (#6536)
|
4 vuotta sitten |
galibzon
|
b0dfe26232
The Build Time Stamp of ShaderAsset And (#5373)
|
4 vuotta sitten |
galibzon
|
cf90d7a594
ShaderVariantAssetBuilder: Provide registry property to disable (#5029)
|
4 vuotta sitten |
santorac
|
7ba9926202
The .shader file must now include the .azsl extension when referencing a .azsl file. It will no longer be automatically appended.
|
4 vuotta sitten |
galibzon
|
63140dc247
Atom/galibzon/atom 4608/inline to root constant (#4897)
|
4 vuotta sitten |
santorac
|
7aa24fd58f
Fixed shader variant hot reload which was failing due to mismatched timestamps. The ShaderAsset was using microseconds and the ShaderVariantAsset was using system ticks. Since ticks will always be higher than microseconds, stale variants were not prevented from being used.
|
4 vuotta sitten |
galibzon
|
4cac875589
[ATOM-15058] Remove Automatic Entry Point Detection (#3150)
|
4 vuotta sitten |
Steve Pham
|
38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
|
4 vuotta sitten |
galibzon
|
32a2796620
[ATOM-15978] ShaderVariantAssetBuilder needs to fill up ShaderPlatformInterface::m_srgLayouts for Metal (#2156)
|
4 vuotta sitten |