Commit graph

9 commits

Author SHA1 Message Date
wiz
dd5f63c32a *: bump PKGREVISION for flac shlib bump 2022-09-11 12:51:02 +00:00
gutteridge
1e4ca2627d Bump all dependent packages of wayland (belatedly)
The package changed with the addition of its libepoll-shim dependency.
Otherwise, we can get:
ERROR: libepoll-shim>=0.0.20210418 is not installed; can't buildlink files.
2022-08-11 05:08:00 +00:00
tnn
7e684cee32 mojoshader: switch to MASTER_SITE_GITHUB. Update 20220415 snapshot. 2022-04-23 22:43:19 +00:00
tnn
02c2b5dd43 g*/*: revbump(1) for libsndfile 2022-03-28 10:44:05 +00:00
adam
b6d9bd86bc revbump for icu and libffi 2021-12-08 16:01:42 +00:00
nia
f8331b5844 graphics: Replace RMD160 checksums with BLAKE2s checksums
All checksums have been double-checked against existing RMD160 and
SHA512 hashes
2021-10-26 10:45:53 +00:00
nia
84d3786e88 graphics: Remove SHA1 hashes for distfiles 2021-10-07 14:11:55 +00:00
nia
01e05d4ecf Recursive revbump for audio/jack 2021-09-08 21:04:53 +00:00
maya
42ed1311dd Add mojoshader version 0.0.20210110
MojoShader is a library to work with Direct3D shaders on alternate
3D APIs and non-Windows platforms. The primary motivation is moving
shaders to OpenGL languages on the fly. The developer deals with
"profiles" that represent various target languages, such as GLSL
or ARB_*_program.

This allows a developer to manage one set of shaders, presumably
written in Direct3D HLSL, and use them across multiple rendering
backends. This also means that the developer only has to worry
about one (offline) compiler to manage program complexity, while
MojoShader itself deals with the reduced complexity of the bytecode
at runtime.

MojoShader provides both a simple API to convert bytecode to various
profiles, and (optionally) basic glue to rendering APIs to abstract
the management of the shaders at runtime.
2021-01-24 18:59:47 +00:00