need to reverse the bitshift on shaderstages so we get values between 0-5, need to also revert the mBoundConstVec back to a 2dimensional array so that the binding point can be dynamic as well.
Added multiple descriptions to handles.
While maps are very efficient and match data very quickly due to hashing and what not, they are tricky memory wise, we cant clear them if they are only made up of structs and enums. Need to explore other methods for doing this. Original system had a sub buffer system with a check based on whether the handle was marked vertex/pixel. With 6 stages possible now we need to think of a more effective method. Since shaderstage is now a bit flag maybe some sort of streaming setup could be used to write without a loop.
working example, renders all gui controls.
We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.
This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback