- 27 Apr, 2009 9 commits
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Stefan Dösinger authored
This patch advertises all GL reported float uniforms to the D3D app to reach the 256 constants required by Shader Model 3.0 on dx9 cards. If the shader does not use indirect addressing, all 256 constants are declared. The compiler can then figure out which constants are actually used. This makes shaders work that use high constant indices, but don't use all 256 constants.
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Stefan Dösinger authored
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim 256 constants on Windows, so we can and should do the same.
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Jeff Latimer authored
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David Adam authored
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Austin English authored
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Vincent Povirk authored
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Vincent Povirk authored
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Hans Leidekker authored
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Dan Kegel authored
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- 24 Apr, 2009 31 commits
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Alexandre Julliard authored
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Hans Leidekker authored
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Hans Leidekker authored
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André Hentschel authored
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André Hentschel authored
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André Hentschel authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Konstantin Kondratyuk authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
ole32: Expose the marshalled data on the clipboard rather than as a window prop so that other processes can actually read it.
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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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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens 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
256 is quite ridiculous, considering the dimensions are only UINTs. Perhaps these arrays should be dynamically allocated in the first place though.
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