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Use Direct3D shaders with other 3D rendering APIs.

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Samples : [Samples.zip](https://github.com/icculus/mojoshader/files/7115256/Samples.zip) Code to reproduce the error : ``` std::ifstream shaderInFile("TestFpo2.shd", std::ios::in); if (!shaderInFile.is_open()) { std::cout output_len); return 0; ``` TestFpo.shd gives the following errors : ![TestFpo](https://user-images.githubusercontent.com/43338144/132199149-4f3ebb72-42b3-42dc-a78a-ccc41ecf9f43.PNG) TestFpo2.sh gives...

bug

Definitely a large project so it would need a big motivator... but it's within our reach: Existing implementation in 9on12: - [Converter](https://github.com/microsoft/D3D9On12/tree/main/ShaderConverter) - [Runtime (includes linker)](https://github.com/microsoft/D3D9On12/blob/main/src/9on12Shader.cpp) Signing can be done...

enhancement

The original header file contains a warning for 'unpublished proprietary source code', which is quite dangerous at first glance. However, this can be safely replaced with the header from the...

I'm pretty sure we noticed this the first time around, but it came up again while we were using Flotilla as an experiment for NativeAOT support. Simply put, GLSL/SPIR-V both...

enhancement

This is a follow-up issue for https://github.com/FNA-XNA/FNA/issues/124. From that issue... The problem gets introduced when clip() is done directly on an input value, such as the TEXCOORD5 value in the...

invalid

This might be an upstream bug. ```hlsl // FIXME: MojoShader workaround if (0) { value = saturate(value); } else { value = float3(saturate(value.r), saturate(value.g), saturate(value.b)); } ```

invalid

Issue migrated from https://github.com/FNA-XNA/FNA/issues/255 CC @kg

enhancement

In some specific cases, fxc will emit the ```mova``` instruction, which moves a float or int value into the ```a0``` address register (which is an integer). So the source assembly...

bug

```discard``` in HLSL explicitly is specified as *not* terminating execution (https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/discard--sm4---asm-). In GLSL, it is apparently unspecified, and while NVIDIA continues execution AMD does not. In comparison, SPIR-V says that...

bug

Just a note for posterity that, like in every other backend before it, the spir-v backend seems to have a partially or completely broken implementation for local const arrays. static...

bug