- 20 Apr, 2009 40 commits
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Stefan Dösinger authored
Some drivers apparently need private constants, or don't have an efficient immval packing. For example, MacOS seems to need 1 float for each different relative addressing offset. fglrx has the same issue, although it is more efficient in general Previously this worked on most drivers because the 16 + 4 reserved int and bool constants kept the problem hidden. Now that we are more aggressive with uniforms we have to keep free room for some drivers.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This allows better defining of driver desc fixups without adding extra if lines for each card. For starters, there's a fixup for the advertised GLSL constants in ATI cards. fglrx advertises 512 GLSL uniforms instead of the supported 1024(means 128 instead of 256 vec4's). This bug was confirmed by ATI.
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Vitaliy Margolen authored
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Vitaliy Margolen authored
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Vitaliy Margolen authored
It's much easier to free it on release.
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Vitaliy Margolen authored
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Vitaliy Margolen authored
guidInstance should be the same from both places.
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Paul Vriens authored
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Igor Tarasov authored
Fixing regression produced by "comctl32: Correct handling of toolbar separators size". As it came out, some applications DO rely on iBitmap value, but it can be received not with TB_GETBUTTONINFO, but with TB_GETBITMAP.
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Huw Davies authored
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Huw Davies authored
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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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Henri Verbeet authored
wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token.
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
Rather than handling this in the backends. Note that the ARB backend always assumes 1.x shaders.
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Paul Vriens 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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Michael Stefaniuc authored
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Frans Kool authored
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Huw Davies authored
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