- 13 Jun, 2006 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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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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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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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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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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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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Alexandre Julliard authored
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Alexandre Julliard authored
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Nick Burns authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Mike McCormack authored
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Michael Stefaniuc 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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Mike McCormack authored
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Ivan Gyurdiev authored
DP2ADD is valid on pshaders 2.0 and above, has 4 parameters. TEXLDD is valid on pshaders 2.x and above, has 5 parameters.
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Ivan Gyurdiev authored
There are a total of 17 instructions without a destination token. Of those 9 have num_params != 0, which means that we will not process any of them correctly, because we assume the first token (if present) is a destination token. Those are basically all the flow control instructions, which we plan to support very soon. They have source tokens, and no destination. Add a flag that marks them up to the ins table. Use this flag in the trace pass, and generation pass.
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Ivan Gyurdiev authored
GLSL uniforms have as scope the entire program. To prevent conflicts, name pshader and vshader constants differently. Based on a patch by Jason Green.
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Ivan Gyurdiev authored
- track sampler declarations and store the sampler usage in reg_maps structure - store a fake sampler usage for 1.X shaders (defined as 2D sampler) - re-sync glsl TEX implementation with the ARB one (no idea why they diverged..) - use sampler type in new TEX implementation to support 2D, 3D, and Cube sampling - change drawprim to bind pixel shader samplers Additional improvements: - rename texture limit to texcoord to prevent confusion - add sampler limit, and use that for samplers - *not* the same as texcoord above
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Ivan Gyurdiev authored
Anything with a swizzle has to be casted to vec4, or it won't work properly. There's multiple ways to do this, for the moment pick the easiest one.
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