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shaderpipeline: Restore commented-out strip() call
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vulkan: Support desktop GLSL shaders, mat_spec shader inputs via UBOs
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shaderpipeline: Fix crash in glslang front-end
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Merge branch 'release/1.10.x'
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vulkan: multisample pipeline state fixes
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vulkan: Better descriptor set management solution

This approach uses only a single VkDescriptorSet per TextureAttrib, and uses a separate descriptor set for ShaderAttrib matters
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shaderpipeline: More fixes, particularly for preprocessed GLSL
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vulkan: Use non-dynamic UBO for ShaderPtrSpec uniform handling

By putting them in the ShaderAttrib descriptor set, we don't need to use dynamic UBOs
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vulkan: fix wrong shader context being used for vertex attrib bindings
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vulkan: Fix assorted bugs
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vulkan: Support storage images (ie. image load/store from shader)
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glgsg: Change error messages about "GLSL shader" to "shader"
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shaderpipeline: Fix struct support, nested structs
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vulkan: Add more recognized error messages
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readme: change python version in README.md instructions to python3

Ubuntu still maps python and python-dev to Python 2, so the explicit python3 is needed.

[skip ci]
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vulkan: Support ShaderPtrSpec (numeric) shader inputs

Probably want to rethink whether these should be put under the ShaderAttrib descriptor set and updated less frequently, but this works for now
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vulkan: Refactor texture creation for more code sharing
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vulkan: Assorted fixes
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shaderpipeline: Fix various issues with uniform block layouts
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vulkan: Support transposed matrix inputs
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vulkan: support shadow light maps (they get their own descriptor set)

Making light shadow maps coupled to the LightAttrib and no longer to the shader makes it more efficient to mix-and-match shaders and LightAttribs.
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shaderpipeline: Support binding descriptor sets in SPIR-V
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vulkan: Descriptor set management, texture binding
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Merge branch 'master' into shaderpipeline
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Merge branch 'shaderpipeline' into vulkan
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Merge branch 'shaderpipeline' into vulkan
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shader: Don't allow p3d_Texture# inputs to be samplerBuffer

This is difficult to support efficiently in Vulkan, so just use a shader input for this.
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workflow: Ignore commits with [skip ci] or [ci skip]
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makewheel: Fix DLL location when building with --no-copy-python

This fixes a missing libffi-7.dll dependency of _ctypes.pyd
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shaderpipeline: Remove temporary samplerCube hack after upstream fix
Donny Lawrence
FreezeTool: Make blob_size multiple of page size

A Mach-O segment must be sized in 4KiB increments. This shouldn't change
behavior for other platforms since mmap would round it up to hit a
page boundary anyway.
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vulkan: Fix some issues with buffers and copy-to-texture
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vulkan: Graphics buffer fixes/improvements
Donny Lawrence
FreezeTool: Place blob in custom segment on macOS

The motivation behind this is in the code's comments. FreezeTool will
only put the blob in a custom segment if the provided deploy-stub
contains a __PANDA segment stub. Otherwise, it keeps the old behavior of
simply putting the blob at the end of the binary.
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vulkan: Add support for buffer textures
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shaderpipeline: Refactoring, more powerful SPIR-V manipulation, etc.

Now has the ability to create push constant blocks and UBOs from existing inputs (necessary for Vulkan), and the InstructionWriter will be useful for defining further transforms or generators down the line.

Add scalar sampled type field to ShaderType::Image.

No longer assigns locations to builtin uniforms.

Struct varying inputs/outputs need more work.
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shader: Fix crash with k_-prefixed inputs
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Merge branch 'shaderpipeline' into vulkan
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pgui: Add PGItem Python properties
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display: Do dispatch_compute/extract_texture_data inside begin/end_frame