- 05 May, 2009 2 commits
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Stefan Dösinger authored
There's no need to waste constants for repeatedly loading the same value.
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Henri Verbeet authored
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- 04 May, 2009 1 commit
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Henri Verbeet authored
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- 29 Apr, 2009 1 commit
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Henri Verbeet authored
Instead of the usage token.
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- 23 Apr, 2009 2 commits
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Francois Gouget authored
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Henri Verbeet authored
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- 22 Apr, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 21 Apr, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 20 Apr, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
It becomes even simpler once the swizzle shift and token field are eliminated.
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Henri Verbeet authored
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- 15 Apr, 2009 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 14 Apr, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 13 Apr, 2009 2 commits
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Tobias Jakobi authored
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Tobias Jakobi authored
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- 10 Apr, 2009 7 commits
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Tobias Jakobi authored
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Tobias Jakobi authored
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Stefan Dösinger authored
This moves the GLSL and ARB specific reserved constants out of directx.c into the get_caps methods of the shader backends. That way the number of reserved constants remains in the backend. GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as advertised by GL instead of some mixture of GL info and backend implementation specifics. This makes it easier for backends to decide how many constants to use.
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Henri Verbeet authored
wined3d: Split vshader_program_add_param() in shader_arb_add_src_param() and shader_arb_add_dst_param().
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 07 Apr, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 06 Apr, 2009 1 commit
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Henri Verbeet authored
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- 03 Apr, 2009 5 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 02 Apr, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
This allows us to avoid comparing against WINED3DSIO_*, which is specific to the bytecode.
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