Sat, 05 Apr 2008 13:23:37 -0400 More work on emit_GLSL_DCL(). trunk
Ryan C. Gordon <icculus@icculus.org> [Sat, 05 Apr 2008 13:23:37 -0400] rev 102
More work on emit_GLSL_DCL(). Still needs more work.
Sat, 05 Apr 2008 12:39:02 -0400 First shot at DCL emitter for GLSL profile. Incomplete. trunk
Ryan C. Gordon <icculus@icculus.org> [Sat, 05 Apr 2008 12:39:02 -0400] rev 101
First shot at DCL emitter for GLSL profile. Incomplete. This touched a LOT of code and has a lot of scary implications that I haven't fully explored. This is going to be one of those areas where OpenGL and Direct3D don't have a perfect one-to-one mapping, I think.
Sat, 05 Apr 2008 08:21:53 -0400 First shot at attributes reporting API. trunk
Ryan C. Gordon <icculus@icculus.org> [Sat, 05 Apr 2008 08:21:53 -0400] rev 100
First shot at attributes reporting API.
Fri, 04 Apr 2008 14:46:51 -0400 Check for NULL in Free(). trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 14:46:51 -0400] rev 99
Check for NULL in Free(). This is just convenience, in case of braindead allocators.
Fri, 04 Apr 2008 14:44:05 -0400 Whoops, wrong free() call. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 14:44:05 -0400] rev 98
Whoops, wrong free() call.
Fri, 04 Apr 2008 14:41:47 -0400 Allow instance data to be passed to the allocator. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 14:41:47 -0400] rev 97
Allow instance data to be passed to the allocator. This lets an app, for example, use a separate pool for each parsing, or do per-thread allocators, etc.
Fri, 04 Apr 2008 11:33:01 -0400 Removed convenience typedef. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 11:33:01 -0400] rev 96
Removed convenience typedef.
Fri, 04 Apr 2008 11:29:38 -0400 Implemented uniform reporting. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 11:29:38 -0400] rev 95
Implemented uniform reporting.
Fri, 04 Apr 2008 11:27:09 -0400 Simplifed public uniform information. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 11:27:09 -0400] rev 94
Simplifed public uniform information. No sense in having a name here, since it's basically meaningless in some profiles, like D3D. Even profiles that actually need a string name to bind data, like GLSL, can reconstruct it easily enough, since there was never a human-readable name to start with.
Fri, 04 Apr 2008 09:48:55 -0400 Make ctx->mainline the default output list. trunk
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Apr 2008 09:48:55 -0400] rev 93
Make ctx->mainline the default output list. Now D3D profile can insert output in front of disassembly, if needed.
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