Tue, 06 Oct 2015 07:22:47 -0500 Bytecode emit: Don't read starting from the end of the token buffer
Mischanix <mischanix@gmail.com> [Tue, 06 Oct 2015 07:22:47 -0500] rev 1148
Bytecode emit: Don't read starting from the end of the token buffer
Sat, 26 Sep 2015 23:34:00 -0400 Fixed a few outdated comments.
Ryan C. Gordon <icculus@icculus.org> [Sat, 26 Sep 2015 23:34:00 -0400] rev 1147
Fixed a few outdated comments.
Sat, 03 Jan 2015 00:50:43 -0500 Moved some simple things into mojoshader_common.c.
Ryan C. Gordon <icculus@icculus.org> [Sat, 03 Jan 2015 00:50:43 -0500] rev 1146
Moved some simple things into mojoshader_common.c. This lets you build without mojoshader.c at all, if you're doing just the compiler, etc, and don't need all the bytecode parsing.
Wed, 31 Dec 2014 16:49:59 -0500 Semantic analysis was reporting a NULL datatype for funcs with void retvals.
Ryan C. Gordon <icculus@icculus.org> [Wed, 31 Dec 2014 16:49:59 -0500] rev 1145
Semantic analysis was reporting a NULL datatype for funcs with void retvals.
Sun, 23 Nov 2014 21:21:25 -0500 Added a FIXME.
Ryan C. Gordon <icculus@icculus.org> [Sun, 23 Nov 2014 21:21:25 -0500] rev 1144
Added a FIXME.
Sat, 22 Nov 2014 22:15:38 -0500 Make parsing shaders possible without knowing the token buffer size.
Ryan C. Gordon <icculus@icculus.org> [Sat, 22 Nov 2014 22:15:38 -0500] rev 1143
Make parsing shaders possible without knowing the token buffer size. IDirect3D9Device::CreatePixelShader(), etc, don't specify buffer size. (They fixed that in D3D10.)
Thu, 02 Oct 2014 15:54:31 -0400 Allow multiline comments before preprocessor directives.
Ryan C. Gordon <icculus@icculus.org> [Thu, 02 Oct 2014 15:54:31 -0400] rev 1142
Allow multiline comments before preprocessor directives. Microsoft's preprocessor allows this, even though C/C++ doesn't.
Mon, 23 Jun 2014 14:56:00 -0400 Reduce malloc pressure in stringcache (thanks, Max!).
Ryan C. Gordon <icculus@icculus.org> [Mon, 23 Jun 2014 14:56:00 -0400] rev 1141
Reduce malloc pressure in stringcache (thanks, Max!).
Mon, 23 Jun 2014 14:50:56 -0400 Fixed incorrect variable in buffer_append_va (thanks, Max!).
Ryan C. Gordon <icculus@icculus.org> [Mon, 23 Jun 2014 14:50:56 -0400] rev 1140
Fixed incorrect variable in buffer_append_va (thanks, Max!). This bug only affected the heap-allocation path, so buffer appends <= 256 bytes wouldn't trigger the bug, as we did them on the stack.
Mon, 28 Apr 2014 14:15:17 -0400 Shader Model 1 doesn't use an extra token for relative addressing.
Ryan C. Gordon <icculus@icculus.org> [Mon, 28 Apr 2014 14:15:17 -0400] rev 1139
Shader Model 1 doesn't use an extra token for relative addressing. It's always addressed against a0.x.
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