- 28 Aug, 2006 1 commit
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Stefan Dösinger authored
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- 25 Aug, 2006 1 commit
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Stefan Dösinger authored
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- 21 Aug, 2006 2 commits
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H. Verbeet authored
- Use a list to keep track of what constants are set. - Move TRACEs and checkGLcall calls out of the main constant loading loop.
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H. Verbeet authored
Indices for the float constant map should be multiplied by 4 because we're loading 4 component float vectors, not because the size of a float is 4.
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- 28 Jul, 2006 1 commit
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Jason Green authored
- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output. - Subtract 1 more constant from total GLSL allowed float constants to accommodate the PROJECTION matrix row that we reference.
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- 27 Jul, 2006 1 commit
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Jason Green authored
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- 19 Jul, 2006 1 commit
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Jason Green authored
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- 18 Jul, 2006 2 commits
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Christian Costa authored
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Christian Costa authored
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- 17 Jul, 2006 1 commit
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Jason Green authored
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- 11 Jul, 2006 2 commits
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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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- 07 Jul, 2006 1 commit
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Ivan Gyurdiev authored
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- 06 Jul, 2006 2 commits
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Jason Green authored
This instruction was being handled incorrectly in the case where the 2nd src argument contained a relatively addressed constant.
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Ivan Gyurdiev authored
Move semantics pointers out of the reg_maps, make them persistent data in the shader (again, for future software shaders).
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- 03 Jul, 2006 2 commits
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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- 20 Jun, 2006 1 commit
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Jason Green authored
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- 19 Jun, 2006 2 commits
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Jason Green authored
- Separate the declaration phase of the shader string generator into the arb and glsl specific files. - Add declarations and recognition for application-sent constant integers and booleans (locally defined ones will follow). - Standardize capitilization of pixel/vertex specific variable names.
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Jason Green authored
- Moves GLSL constant loading code into glsl_shader.c and out of the over-populated drawprim.c. - Creates a new file named arb_program_shader.c which will hold code specific to ARB_vertex_program & ARB_fragment_program. - Remove the constant loading calls from drawprim.c
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