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v1.2.1 — shared passes, reflection and indexed inputs

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@StArraySharp StArraySharp released this 29 Oct 13:46

Changes

  • Preserve shared compiled programs in every referencing pass and retain serialized pass order.
  • Fix dynamically indexed inputs (v[r2.x + 2]): parse complete instructions and emit indexed input reads instead of throwing an out-of-range exception.
  • Expose parameter-blob indices, constant-buffer reflection and texture bindings through the embedded API.
  • Load embedded TMP layouts on demand in host applications.
  • Restore generated ShaderLab headers (#1); identify DXBC/GLSL translation immediately above each program block.

Verification

  • Full reference game: 303/303 shaders written, 964/964 programs translated, 0 skipped programs, 0 failures (48 built-in shaders excluded by the normal filter).
  • FastBloom: 10/10 round-trip logic checks passed; the existing verifier reports 2 soft differences.
  • Published Windows executable passed the complete game export.
  • Linux binary cross-published from Windows; Linux runtime validation was not performed in this release run.

Downloads

Self-contained, trimmed, single-file .NET 10 CLR executables; no separate .NET installation required.

  • ShaderRipper.exe: Windows x64.
  • ShaderRipper: Linux x64 (chmod +x ShaderRipper).