Tue, 22 Apr 2008 02:18:44 -0400 Check for replicate swizzle in RCP opcode state. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Apr 2008 02:18:44 -0400] rev 177
Check for replicate swizzle in RCP opcode state.
Tue, 22 Apr 2008 02:17:32 -0400 Whoops, accidentally deleted state_MOVA(). trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Apr 2008 02:17:32 -0400] rev 176
Whoops, accidentally deleted state_MOVA().
Tue, 22 Apr 2008 02:16:15 -0400 Fixed some opcodes to work with scalar values in GLSL profile. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Apr 2008 02:16:15 -0400] rev 175
Fixed some opcodes to work with scalar values in GLSL profile.
Tue, 22 Apr 2008 00:26:13 -0400 Patched finderrors to build on Linux again. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Apr 2008 00:26:13 -0400] rev 174
Patched finderrors to build on Linux again.
Tue, 22 Apr 2008 00:17:59 -0400 Ignore massive test case shader directories. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Apr 2008 00:17:59 -0400] rev 173
Ignore massive test case shader directories.
Mon, 21 Apr 2008 23:54:37 -0400 finderrors.c now pumps event queue and paints the SDL window. trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 21 Apr 2008 23:54:37 -0400] rev 172
finderrors.c now pumps event queue and paints the SDL window. Now you can ctrl-c out on the Mac.
Mon, 21 Apr 2008 23:45:27 -0400 Updatged CMakeLists.txt to remove pthread reference. trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 21 Apr 2008 23:45:27 -0400] rev 171
Updatged CMakeLists.txt to remove pthread reference.
Mon, 21 Apr 2008 23:44:51 -0400 Ripped out the multithreading from finderrors.c ... trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 21 Apr 2008 23:44:51 -0400] rev 170
Ripped out the multithreading from finderrors.c ... Parsing 15,000 shaders takes under a second anyhow, and stupid OpenGL isn't thread safe, so you eventually bottleneck down to the main thread for the expensive part anyhow...so might as well make this code readable.
Mon, 21 Apr 2008 23:35:49 -0400 Push parsed shaders through GLSL compiler to see what breaks. trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 21 Apr 2008 23:35:49 -0400] rev 169
Push parsed shaders through GLSL compiler to see what breaks. Multithreading is a real pain.
Mon, 21 Apr 2008 04:29:38 -0400 Really remove svnpush.pl this time. :) trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 21 Apr 2008 04:29:38 -0400] rev 168
Really remove svnpush.pl this time. :)
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