- 04 Jan, 2010 23 commits
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Vincent Povirk authored
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Nikolay Sivov authored
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Christian Costa 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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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
This is just the object used to store the byte code, the shader compiler doesn't know how to handle geometry shaders yet.
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Henri Verbeet authored
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Dan Kegel authored
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Dan Kegel authored
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Vincent Povirk authored
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André Hentschel authored
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Nikolay Sivov authored
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Andrew Eikum authored
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Andrew Eikum authored
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Vincent Povirk authored
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William Waghorn authored
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Andrew Nguyen authored
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- 31 Dec, 2009 17 commits
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Rob Shearman authored
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Christian Costa authored
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Ilya Shpigor authored
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Aaron Brazener authored
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Stefan Leichter authored
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Andrew Nguyen authored
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Andrew Nguyen authored
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Michael Stefaniuc authored
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Joel Holdsworth authored
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Christian Costa authored
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Christian Costa authored
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Jacek Caban 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
wined3d: Always handle WINED3DSPR_INPUT registers as input registers in shader_get_registers_used(). The "attributes" vertexshader field is now derived from the input signature, and only used to speed up matching D3D9 vertex declaration elements to shader inputs. D3D8 and D3D10 both explicitly specify input registers.
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Henri Verbeet authored
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