Thu, 15 Oct 2020 01:03:56 -0400 Missed an increment...
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 01:03:56 -0400] rev 1313
Missed an increment...
Thu, 15 Oct 2020 00:57:03 -0400 D3D11: bool constants are stored as int4 (thanks @jeffphilp!)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 00:57:03 -0400] rev 1312
D3D11: bool constants are stored as int4 (thanks @jeffphilp!)
Wed, 14 Oct 2020 16:43:03 -0400 opengl: Don't assert if vs_flip_loc == -1.
Ryan C. Gordon <icculus@icculus.org> [Wed, 14 Oct 2020 16:43:03 -0400] rev 1311
opengl: Don't assert if vs_flip_loc == -1. This can be -1 if the GLSL compiler removed it, or if you bound a program without a vertex shader at all.
Tue, 13 Oct 2020 01:23:44 -0400 glsl: better fix for incorrect SM1.1 defines.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:23:44 -0400] rev 1310
glsl: better fix for incorrect SM1.1 defines.
Tue, 13 Oct 2020 01:23:19 -0400 Make sure attribute registers are declared correctly in weird SM1 case.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:23:19 -0400] rev 1309
Make sure attribute registers are declared correctly in weird SM1 case.
Tue, 13 Oct 2020 01:03:20 -0400 glsl: for SM1.1, don't add incorrect gl_TexCoord defines.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:03:20 -0400] rev 1308
glsl: for SM1.1, don't add incorrect gl_TexCoord defines. We handled this elsewhere.
Tue, 13 Oct 2020 01:02:07 -0400 utils: Added testglcompile.c, to see if the GL accepts our generated shaders.
Ryan C. Gordon <icculus@icculus.org> [Tue, 13 Oct 2020 01:02:07 -0400] rev 1307
utils: Added testglcompile.c, to see if the GL accepts our generated shaders.
Mon, 12 Oct 2020 15:33:01 -0400 assembler: Don't lose the TEXBEM opcode in the special ps_1_1 TEX detection.
Ryan C. Gordon <icculus@icculus.org> [Mon, 12 Oct 2020 15:33:01 -0400] rev 1306
assembler: Don't lose the TEXBEM opcode in the special ps_1_1 TEX detection.
Fri, 02 Oct 2020 14:48:29 -0400 d3d11: Fix possible leaks after compiling shaders
Ethan Lee <flibitijibibo@flibitijibibo.com> [Fri, 02 Oct 2020 14:48:29 -0400] rev 1305
d3d11: Fix possible leaks after compiling shaders
Wed, 30 Sep 2020 22:51:53 -0400 vulkan: Add support for multithreaded UBOs
Evan Hemsley <evan@moonside.games> [Wed, 30 Sep 2020 22:51:53 -0400] rev 1304
vulkan: Add support for multithreaded UBOs
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