Establish desktop completeness through version 1.50. (gl_MaxVaryingFloats, implicit-cconversion safety, cube-sampler-array fix, add tests)
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@26253 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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6
Todo.txt
6
Todo.txt
@@ -1,4 +1,4 @@
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Current functionality level: ESSL 3.0
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Current functionality level: ESSL 3.0, GLSL 1.5
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+ create version system
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@@ -91,13 +91,13 @@ Shader Functionality to Implement/Finish
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+ Fixed functionality for a programmable stage.
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+ ftransform(). Use invariant outputs instead.
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GLSL 1.5 (Non-ES)
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- Deprecated gl_MaxVaryingComponents
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+ Deprecated gl_MaxVaryingComponents
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+ Add new minimum maximums for gl_MaxVertexOutputComponents, gl_MaxGeometryInputComponents, gl_MaxGeometryOutputComponents, and gl_MaxFragmentInputComponents,
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rather than relying on gl_MaxVaryingComponents. Also, corrected gl_MaxVaryingComponents to be 60 instead of 64.
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+ Added gl_PrimitiveID as an input to fragment shaders.
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+ Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
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+ including redeclaration of gl_FragCoord that adds nothing
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- Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
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+ Added support for multi-sample textures through sampler2DMS and sampler2DMSArray support in texelFetch() and textureSize().
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+ Broadened interface blocks from just uniforms to in and out interfaces as well.
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+ Broaden array usage to include vertex shader inputs (vertex in).
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+ Added geometry shaders. This includes targeting layers in FBO rendering.
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