mojoshader 0.0~hg1314+dfsg-1.1 source package in Ubuntu

Changelog

mojoshader (0.0~hg1314+dfsg-1.1) unstable; urgency=medium

  * Non-maintainer upload.
  * Source-only upload for testing migration. 

 -- Boyuan Yang <email address hidden>  Wed, 28 Oct 2020 10:30:51 -0400

Upload details

Uploaded by:
Yangfl
Uploaded to:
Sid
Original maintainer:
Yangfl
Architectures:
any
Section:
misc
Urgency:
Medium Urgency

See full publishing history Publishing

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Downloads

File Size SHA-256 Checksum
mojoshader_0.0~hg1314+dfsg-1.1.dsc 2.1 KiB 942b3fdeb6f38c34e762a41278d7aa91ab042edecda66dc95cd42268f415508f
mojoshader_0.0~hg1314+dfsg.orig.tar.xz 318.8 KiB 56880aa627754b9fe09e650df5d06b8b09cbb4697569b5a626388441e1a4ccbc
mojoshader_0.0~hg1314+dfsg-1.1.debian.tar.xz 5.3 KiB 5b011216b01761cd4cc8d8453b30f5fc6da65b93a6e06b2a514b03fe8011a895

No changes file available.

Binary packages built by this source

libmojoshader-dev: library to move calls to Direct3D shaders to OpenGL (development files)

 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.
 .
 This package contains the header files and static library for libmojoshader0.

libmojoshader0: library to move calls to Direct3D shaders to OpenGL

 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.

libmojoshader0-dbgsym: No summary available for libmojoshader0-dbgsym in ubuntu hirsute.

No description available for libmojoshader0-dbgsym in ubuntu hirsute.