- 28 May, 2009 34 commits
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Alexandre Julliard authored
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Louis Lenders authored
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André Hentschel authored
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Peter Hedlund authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This reduces the number of methods in the shader backend(the instr modifiers can be handled in that wrapper) and it will help flow control emulation in the ARB backend.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Austin English authored
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Henri Verbeet authored
Once upon a time this was used for creating fake vertex shader attribute semantics for d3d8 shaders. We don't need this anymore since device_stream_info_from_declaration() will use the vertex declaration's output slot to load the data, if present. That also avoids the potentially expensive matching of attribute semantics between vertex shader and declaration for d3d8.
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Henri Verbeet authored
Setting a NULL geometry shader doesn't hurt much, and it reduces console spam a bit.
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Henri Verbeet authored
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Henri Verbeet authored
I.e., make sure that if a SM4 shader uses SV_POSITION it ends up as position data.
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Henri Verbeet authored
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Dmitry Timoshkov authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
SIZEOF looks just like one of the typical Win32 API capitalizations of the basic C construct which it isn't.
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Andrew Talbot authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Aric Stewart authored
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Vincent Povirk authored
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Piotr Caban authored
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Piotr Caban authored
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Paul Vriens authored
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Ge van Geldorp authored
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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
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- 27 May, 2009 6 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
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Paul Vriens authored
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Paul Vriens authored
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