- 18 May, 2006 8 commits
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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
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Robert Shearman authored
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Ivan Gyurdiev authored
Each instruction can have a predication token. Account for it in the trace pass, register count pass, and store it in the SHADER_OPCODE_ARG structure for generation. MSDN claims the token is at the end of the instruction, but that's not true - testing a demo, which lets me manipulate the shader shows the predication token is the first source token immediately following the destination token.
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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- 17 May, 2006 32 commits
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Huw Davies authored
Add a bunch of marshaling tests (based on a program by Rob Shearman).
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Andrew Ziem 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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Mikołaj Zalewski authored
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Mikołaj Zalewski authored
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Mikołaj Zalewski 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
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Alexandre Julliard authored
So we have to access it using Get/SetWindowLong when unmapping the message results (based on a patch by Troy Rollo).
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Alexandre Julliard authored
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Alexandre Julliard authored
Allows to remove special cases for window classes being Ascii and Unicode at the same time.
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Alexandre Julliard authored
Also make sure the thunk memory block has execute permissions.
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Alexandre Julliard authored
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Michael Kaufmann authored
- GetObject(): Set the bmBits member of the BITMAP structure to NULL for device-dependent bitmaps. - New test case.
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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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Ivan Gyurdiev authored
As previously mentioned, RASTOUT is invalid on pixel shaders. On shaders 1.x, r0 is treated as the color output register: http://www.gamedev.net/columns/hardcore/dxshader3/page2.asp That's what we currently do in all cases, change it not to do so for shaders >= 2.0. Support COLOROUT/DEPTHOUT instead.
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
Currently we hardcode a0.x, which I think is correct for shaders 1.0. However, for shaders 2.0, we must look into the address token, and print the register there. Handle both cases to correct the trace.
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Ivan Gyurdiev authored
Change the trace pass, the register counting pass, and the hw generator pass to take into account the new get_params() function. For hw generation, store the address tokens into the SHADER_OPCODE_ARG structure, so they're available to generator functions.
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Ivan Gyurdiev authored
Add a new function to process parameters. On shaders 1.0, processing parameters amounts to *pToken++. On shaders 2.0+, we have a relative addressing token to account for. This function should be used, instead of relying on num_params everywhere.
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