- 07 Jul, 2006 26 commits
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Vitaliy Margolen authored
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Vitaliy Margolen authored
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Paul Vriens authored
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Pierre d'Herbemont authored
ensure the 16/32 bits separation.
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Pierre d'Herbemont 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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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Thomas Kho authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Andrew Talbot authored
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Robert Shearman authored
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Robert Shearman authored
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Robert Shearman authored
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Robert Shearman authored
Fix up an conflict that this type has with jpeglib.h.
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Robert Shearman authored
oleaut32: Fix the error code returned by ITypeComp on an interface when the name matches, but the flags don't.
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James Hawkins authored
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James Hawkins authored
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Dmitry Timoshkov authored
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- 06 Jul, 2006 14 commits
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Jason Green authored
This instruction was being handled incorrectly in the case where the 2nd src argument contained a relatively addressed constant.
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Saulius Krasuckas authored
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Paul Vriens authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
Move semantics pointers out of the reg_maps, make them persistent data in the shader (again, for future software shaders).
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
Do not attach non-GLSL shaders to the GLSL program, that will cause a crash. Mix with ARB shaders is never going to happen, because the selection code will always choose GLSL for both or ARB for both.
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Ivan Gyurdiev authored
- currently half the shader selection code (GLSL vs ARB) is in fillGLcaps. The parts that check for software shaders are in GetDeviceCaps. That placement, will work, but is definitely not optimal. FillGLcaps should detect support - it should not make decision as to what's used, because that's not what the purpose of the function is. GetDeviceCaps should report support as it has already been selected. Instead, select shader mode in its own function, called in the appropriate places. - unifying pixel and vertex shaders into a single selection is a mistake. A software vertex shader can be coupled with a hardware arb or glsl pixel shader, or no shader at all. Split them back into two and add a SHADER_NONE variant. - drawprim is doing support checks for ARB_PROGRAM, and making shader decisions based on that - that's wrong, support has already been checked, and decided upon, and shaders can be implemented via software, ARB_PROGRAm or GLSL, so that support check isn't valid. - Store the shader selected mode into the shader itself. Different types of shaders can be combined, so this is an improvement. In fact, storing the mode into the settings globally is a mistake as well - it should be done per device, since different cards have different capabilities.
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Jacek Caban 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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