github ConfettiFX/The-Forge v1.14
August 9th, 2018 - Early Alpha of the Shader Translator system | Refactored Texture / Rendertarget interface for all platforms

latest releases: v1.56, v1.55, V1.54...
5 years ago
  • After evaluating how to approach a unified shader generation system by looking at the DirectX Shader Compiler in GitHub and also implementing it into Lumberyard a whiles ago, we decided to follow a simpler approach by developing our own shader translator based on the work that was done by Thekla with the hlslparser. We are currently extending this shader translator to support a new super HLSL source language (platform specific #defines + material description) and translate that sHLSL into the most current respective shader languages of the target platforms, so that those shaders can then be compiled with the target platform compiler. There is an early alpha version available online at Confetti Shader Translator following the excellent approach of Shader Playground as a base for our online approach (Thanks for your help tgjones!).
    The main motivation to use the shader translator instead of the DirectX Shader Compiler is code maintenance. Maintaining our own code cut of the DirectX Shader Compiler would add too much overhead on the team and it would make it much harder to implement our super HLSL language. We will spend some time testing this system. As soon as it is more reliable, there will be a Visual Studio extension and an extension for XCode to translate within the IDEs in the future.
    Confetti Shader Translator
  • IRenderer Cleanup for all platforms (more cleanups to come)
    • Remove TextureType, RenderTargetType, TextureUsage, BufferUsage, BufferFeatureFlags
    • Expand DescriptorType enum to hold all descriptor usage patterns
    • Add ability to target mip slice UAV
  • macOS
    • upgraded to 10.14 Beta (18A353d)
    • XCode 10.0 beta (10L176w)
  • iOS 11.4.1 (15G77)

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