- 12 Nov, 2009 1 commit
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Stefan Dösinger authored
If GL vertex shader clipping is supported (GLSL or NVvp), we currently always calculate clipping results in the shader. They're gracefully discarded by opengl, but we need 6 constants / uniforms to calculate unused values.
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- 29 Oct, 2009 1 commit
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Henri Verbeet authored
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- 26 Oct, 2009 1 commit
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Stefan Dösinger authored
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- 22 Oct, 2009 1 commit
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Henri Verbeet authored
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- 25 Sep, 2009 3 commits
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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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- 24 Sep, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 27 Aug, 2009 1 commit
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Henri Verbeet authored
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- 01 Jul, 2009 1 commit
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Henri Verbeet authored
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- 28 May, 2009 4 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Henri Verbeet authored
Once upon a time this was used for creating fake vertex shader attribute semantics for d3d8 shaders. We don't need this anymore since device_stream_info_from_declaration() will use the vertex declaration's output slot to load the data, if present. That also avoids the potentially expensive matching of attribute semantics between vertex shader and declaration for d3d8.
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Henri Verbeet authored
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- 27 May, 2009 3 commits
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Henri Verbeet authored
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Henri Verbeet authored
In D3D10 shaders input/output semantics are strings rather than predefined types. Unfortunately, the code in vshader_get_input() can be performance critical, depending on application behaviour. Since vshader_get_input() is only relevant for d3d9 shaders anyway, just store the usage and usage_idx for these shaders.
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Henri Verbeet authored
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- 26 May, 2009 1 commit
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Henri Verbeet authored
This isn't completely right, since as far as I'm aware SM4 doesn't have shader limits in the same sense as previous shader models, but this should do for now.
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- 15 May, 2009 1 commit
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Henri Verbeet authored
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- 11 May, 2009 1 commit
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Henri Verbeet authored
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- 08 May, 2009 3 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Henri Verbeet authored
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- 07 May, 2009 1 commit
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Henri Verbeet authored
The version tokens in SM1-3 and SM4 are similar, but not the same.
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- 06 May, 2009 1 commit
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Henri Verbeet authored
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- 05 May, 2009 1 commit
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Henri Verbeet authored
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- 04 May, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 28 Apr, 2009 1 commit
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Henri Verbeet authored
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- 27 Apr, 2009 2 commits
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Henri Verbeet authored
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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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- 20 Apr, 2009 1 commit
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Henri Verbeet authored
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- 14 Apr, 2009 1 commit
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Henri Verbeet authored
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- 10 Apr, 2009 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 08 Apr, 2009 3 commits
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Henri Verbeet authored
Instead of the usage token.
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Henri Verbeet authored
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Henri Verbeet authored
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- 27 Mar, 2009 1 commit
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Henri Verbeet authored
wined3d: Separate the internal representation of vertex declaration elements from the struct used to create it. Internally we want to store some extra data, like ffp_valid. One of the later patches also stores the format desc in the declaration elements, instead of the current WINED3DDECLTYPE.
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