Sat, 30 Jan 2021 13:55:25 -0500 spirv: Work around OpLogicalNot being unsupported for ints default tip
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sat, 30 Jan 2021 13:55:25 -0500] rev 1321
spirv: Work around OpLogicalNot being unsupported for ints
Sun, 10 Jan 2021 15:02:29 -0500 glsl: Move misc face/position variables to after main, fixes ES3 compatibility
Ethan Lee <flibitijibibo@flibitijibibo.com> [Sun, 10 Jan 2021 15:02:29 -0500] rev 1320
glsl: Move misc face/position variables to after main, fixes ES3 compatibility
Thu, 31 Dec 2020 15:56:57 -0500 glsl: Fix support for PSIZE1 and up
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 31 Dec 2020 15:56:57 -0500] rev 1319
glsl: Fix support for PSIZE1 and up
Wed, 11 Nov 2020 15:09:32 -0500 spirv: Fix PointCoord input using vec4 instead of vec2
Martin Krošlák <kroslakma@gmail.com> [Wed, 11 Nov 2020 15:09:32 -0500] rev 1318
spirv: Fix PointCoord input using vec4 instead of vec2
Tue, 10 Nov 2020 19:17:45 -0500 Replace SWAPDBL loop with memcpy, fixes MinGW Win64
Ethan Lee <flibitijibibo@flibitijibibo.com> [Tue, 10 Nov 2020 19:17:45 -0500] rev 1317
Replace SWAPDBL loop with memcpy, fixes MinGW Win64
Fri, 23 Oct 2020 23:35:41 -0400 Fix caller-defined swizzles for Shader Model 1 shaders.
Ryan C. Gordon <icculus@icculus.org> [Fri, 23 Oct 2020 23:35:41 -0400] rev 1316
Fix caller-defined swizzles for Shader Model 1 shaders.
Thu, 22 Oct 2020 10:57:02 -0400 vulkan: Decouple block size from block increment
Evan Hemsley <evan@moonside.games> [Thu, 22 Oct 2020 10:57:02 -0400] rev 1315
vulkan: Decouple block size from block increment
Thu, 15 Oct 2020 01:17:45 -0400 D3D11: Increase bool uniform buffer size (thanks @jeffphilp!)
Ethan Lee <flibitijibibo@flibitijibibo.com> [Thu, 15 Oct 2020 01:17:45 -0400] rev 1314
D3D11: Increase bool uniform buffer size (thanks @jeffphilp!)
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.
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