Handling #include directives in shaders #140
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…des). Cleaned PixelShaderCompiler.cpp.
Understood. I'll create a single patch with everything. Sorry for the inconvenience. |
I think we should maintain the same shader support between all renderers, madVR too. If you need changes on madVR side, madshi will probably help you without a problem :) |
I agree. This is actually what I am working on, even though I don't have much time.
For the first and second point, this implies quite a lot of changes in the way shaders are handled (in MPC and also in MadVR). |
We're still maintaining support for XP. There isn't any date so far, but we will drop it eventually. Year after EOL is reasonable date, but this need to be discussed. Good reason for dropping XP will also make decision easier :) Like let say if VS2014 will no longer support XP nor will we . |
Hi,
I'd like to add new features in order to strengthen the support of shaders in MPC-HC.
This pull request concerns what I believe is the very first step for that: handling #include directives in shaders.
Supporting includes will help users create more complex shaders and organize them.
Currently, included files are simply ignored during compilation.
I have made the following changes:
I added an edit box and a directory browser button to allow users to easily change the system-wide include directory.
Please decide whether the project would benefit from this change. This is only the first step, as I am planning to add the possibility to pass external data to the shader (like textures or matrices).
Regards.