- 12 Jul, 2006 22 commits
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Juan Lang authored
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Juan Lang authored
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Dan Hipschman authored
(not vice versa) for efficiency (required adding the Ex functionality to drivers).
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Dan Hipschman authored
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Mike McCormack authored
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Andrew Talbot authored
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H. Verbeet authored
through the result of the previous stage.
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H. Verbeet authored
By default the FinalCombiner is setup to add the specular color to the final result of the combiner operations. However, it should only do this when the WINED3DRS_SPECULARENABLE renderstate is enabled.
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Stefan Dösinger authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Bang Jun-Young authored
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Juan Lang authored
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Robert Reif authored
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Robert Reif authored
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- 11 Jul, 2006 18 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
Most dlls use libwine_unicode at this point, so there's nothing to gain by having two separate libraries.
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Juan Lang authored
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Juan Lang authored
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Mike McCormack authored
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Ge van Geldorp authored
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Ge van Geldorp authored
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James Hawkins authored
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James Hawkins authored
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Benjamin Arai authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
- Implement call, callnz, label, and ret - Implement support for NOT modifier
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Ivan Gyurdiev authored
- Implement if, else, endif, rep, endrep, break - Implement ifc, breakc, using undocumented comparison bits in the instruction token - Fix bug in main loop processing of codes with no dst token - Fix bug in GLSL output modifier processing of codes with no dst token - Fix bug in loop implementation (src1 contains the integer data, src0 is aL) - Add versioning for all the instructions above, and remove GLSL_REQUIRED thing, which is useless and should be removed from all opcodes in general.
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
- move DEF, DEFI, DEFB handling into the register counting pass - keep track of defined constants as a linked list (because there's a few of them) - apply immediate constants after global constants in the constant loading function - both types of constants now get loaded with array notation in the shader (into the same array)
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