- 16 Jan, 2007 40 commits
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H. Verbeet authored
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H. Verbeet authored
wined3d: Rewrite shader_glsl_lrp() to properly take the write mask into account, use the GLSL mix instruction.
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H. Verbeet authored
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H. Verbeet authored
In case of writing to an address register round the source.
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
wined3d: Move WINED3DSIO_SGE & WINED3DSIO_SLT from shader_glsl_map2gl() to shader_glsl_compare() where they belong. Properly take the write mask into account
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
The write mask can only be one of .x, .y, .xy
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
gl_FogFragCoord and gl_PointSize are floats rather than vec4s in GLSL, so they shouldn't have a destination swizzle, and the write mask we return should consist of only the first component.
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H. Verbeet authored
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H. Verbeet authored
wined3d: Split shader_glsl_add_param() in shader_glsl_add_src_param() and shader_glsl_add_dst_param().
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H. Verbeet authored
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Alexandre Julliard authored
Thanks to Rob Shearman for noticing this.
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Alexandre Julliard authored
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Alexandre Julliard authored
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Jonathan Ernst authored
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Alexandre Julliard authored
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Hans Leidekker authored
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Kai Blin authored
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Robert Reif authored
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Andrew Talbot authored
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Andrew Talbot authored
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Andrew Talbot 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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Mikołaj Zalewski authored
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Mikołaj Zalewski authored
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Mikołaj Zalewski authored
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