Mon, 20 Jun 2011 15:47:16 -0400 Report shader outputs in MOJOSHADER_parseData.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jun 2011 15:47:16 -0400] rev 1055
Report shader outputs in MOJOSHADER_parseData.
Mon, 20 Jun 2011 15:26:34 -0400 Treat dcl_psize registers as scalar.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jun 2011 15:26:34 -0400] rev 1054
Treat dcl_psize registers as scalar.
Thu, 09 Jun 2011 01:59:49 -0400 Maybe fix scalar operations in preshader interpreter.
Ryan C. Gordon <icculus@icculus.org> [Thu, 09 Jun 2011 01:59:49 -0400] rev 1053
Maybe fix scalar operations in preshader interpreter.
Thu, 09 Jun 2011 01:56:10 -0400 Don't allocate zero bytes for MOJOSHADER_symbolTypeInfo::members.
Ryan C. Gordon <icculus@icculus.org> [Thu, 09 Jun 2011 01:56:10 -0400] rev 1052
Don't allocate zero bytes for MOJOSHADER_symbolTypeInfo::members.
Thu, 02 Jun 2011 14:49:30 -0400 Fixed off-by-one error in testparse.
Ryan C. Gordon <icculus@icculus.org> [Thu, 02 Jun 2011 14:49:30 -0400] rev 1051
Fixed off-by-one error in testparse.
Thu, 02 Jun 2011 03:17:18 -0400 Fixed temp count in preshaders.
Ryan C. Gordon <icculus@icculus.org> [Thu, 02 Jun 2011 03:17:18 -0400] rev 1050
Fixed temp count in preshaders.
Thu, 02 Jun 2011 00:51:50 -0400 ARB1: Use OPTION ARB_position_invariant if we didn't write to result.position.
Ryan C. Gordon <icculus@icculus.org> [Thu, 02 Jun 2011 00:51:50 -0400] rev 1049
ARB1: Use OPTION ARB_position_invariant if we didn't write to result.position.
Thu, 02 Jun 2011 00:47:17 -0400 ARB1, GLSL: Deal with multiple draw buffers (registers oC1, etc).
Ryan C. Gordon <icculus@icculus.org> [Thu, 02 Jun 2011 00:47:17 -0400] rev 1048
ARB1, GLSL: Deal with multiple draw buffers (registers oC1, etc).
Wed, 01 Jun 2011 13:22:55 -0400 Don't try to allocate a temp array if the preshader has no temps.
Ryan C. Gordon <icculus@icculus.org> [Wed, 01 Jun 2011 13:22:55 -0400] rev 1047
Don't try to allocate a temp array if the preshader has no temps.
Wed, 01 Jun 2011 13:22:21 -0400 Place preshader destination register last in operand list.
Ryan C. Gordon <icculus@icculus.org> [Wed, 01 Jun 2011 13:22:21 -0400] rev 1046
Place preshader destination register last in operand list. This is where it's located in the shader, and it simplies some things.
(0) -1000 -300 -100 -10 +10 +100 tip