- 27 May, 2009 40 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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Paul Vriens authored
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Paul Vriens authored
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Nikolay Sivov authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Alexandre Julliard authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Hib Eris authored
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Hib Eris authored
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Hib Eris authored
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Hib Eris authored
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Hib Eris authored
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Hib Eris authored
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Alexandre Julliard authored
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Stefan Dösinger authored
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Stefan Dösinger authored
SCS is unfortunately a fragment program only instruction. If we have the NV extensions we can use SIN and COS. Otherwise we have to approximate sine and cosine with a taylor series. Luckily we're provided with the necessary constants by the application.
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Stefan Dösinger authored
TMP_POS is only used in vertex shaders, declare it in the vshader specific code. The sRGB constants are only used by pixel shaders, so move them to the ps specific code, and avoid reading the stateblock.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
DSY is not that easy because we have to deal with the inverted coordinate system in onscreen(!) rendering - see GLSL dsy.
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Louis Lenders authored
d3d9/tests: Add simple test to show that QualityLevels is not zero, when we call CheckDeviceMultiSampleType with D3DMULTISAMPLE_NONE.
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Piotr Caban authored
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Piotr Caban authored
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Piotr Caban authored
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Piotr Caban authored
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Piotr Caban authored
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Piotr Caban authored
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Henri Verbeet authored
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Henri Verbeet authored
In D3D10 shaders input/output semantics are strings rather than predefined types. Unfortunately, the code in vshader_get_input() can be performance critical, depending on application behaviour. Since vshader_get_input() is only relevant for d3d9 shaders anyway, just store the usage and usage_idx for these shaders.
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Henri Verbeet authored
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Henri Verbeet authored
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