Sat, 14 Apr 2012 23:45:34 -0400 Note whether a given register was written to by the shader.
Ryan C. Gordon <icculus@icculus.org> [Sat, 14 Apr 2012 23:45:34 -0400] rev 1083
Note whether a given register was written to by the shader.
Sat, 14 Apr 2012 23:23:25 -0400 Added some FIXMEs.
Ryan C. Gordon <icculus@icculus.org> [Sat, 14 Apr 2012 23:23:25 -0400] rev 1082
Added some FIXMEs.
Sat, 14 Apr 2012 17:14:50 -0400 Pixel Shader Model 1 writes color output to r0, not oC0. Deal with this.
Ryan C. Gordon <icculus@icculus.org> [Sat, 14 Apr 2012 17:14:50 -0400] rev 1081
Pixel Shader Model 1 writes color output to r0, not oC0. Deal with this.
Fri, 13 Apr 2012 16:10:48 -0400 M4X4 opcode can actually overflow some string buffers.
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Apr 2012 16:10:48 -0400] rev 1080
M4X4 opcode can actually overflow some string buffers.
Fri, 13 Apr 2012 02:13:47 -0400 Fixed the GLSL LIT opcode.
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Apr 2012 02:13:47 -0400] rev 1079
Fixed the GLSL LIT opcode. Clearly we never pushed this through a GLSL compiler before. :)
Fri, 13 Apr 2012 00:26:21 -0400 ARB1 profile: implemented matrix multiply opcodes.
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Apr 2012 00:26:21 -0400] rev 1078
ARB1 profile: implemented matrix multiply opcodes. Specifically: M4X4, M4X3, M3X4, M3X3, M3X2.
Fri, 13 Apr 2012 00:24:21 -0400 Cleaned up some cut-and-paste.
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Apr 2012 00:24:21 -0400] rev 1077
Cleaned up some cut-and-paste.
Fri, 13 Apr 2012 00:24:04 -0400 Removed some FIXMEs...I think this code is right as-is.
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Apr 2012 00:24:04 -0400] rev 1076
Removed some FIXMEs...I think this code is right as-is.
Thu, 12 Apr 2012 23:13:16 -0400 Flag more registers as scalar. Fixes use of dcl_fog, oPts and oFog registers.
Ryan C. Gordon <icculus@icculus.org> [Thu, 12 Apr 2012 23:13:16 -0400] rev 1075
Flag more registers as scalar. Fixes use of dcl_fog, oPts and oFog registers.
Wed, 04 Jan 2012 13:07:50 -0800 Corrected scalar opcode behavior in the preshader virtual machine.
Ryan C. Gordon <icculus@icculus.org> [Wed, 04 Jan 2012 13:07:50 -0800] rev 1074
Corrected scalar opcode behavior in the preshader virtual machine.
Wed, 21 Dec 2011 04:10:58 -0500 Cleaned up half-float stuff.
Ryan C. Gordon <icculus@icculus.org> [Wed, 21 Dec 2011 04:10:58 -0500] rev 1073
Cleaned up half-float stuff.
Wed, 21 Dec 2011 04:10:42 -0500 Fixed up calling GL2 vs ARB extension entry points.
Ryan C. Gordon <icculus@icculus.org> [Wed, 21 Dec 2011 04:10:42 -0500] rev 1072
Fixed up calling GL2 vs ARB extension entry points. Should fix Super Meat Boy (etc) on Mesa-based Linux OpenGL drivers.
Wed, 21 Dec 2011 02:41:48 -0500 We never actually use glGetProgramStringARB().
Ryan C. Gordon <icculus@icculus.org> [Wed, 21 Dec 2011 02:41:48 -0500] rev 1071
We never actually use glGetProgramStringARB().
Wed, 21 Dec 2011 02:19:10 -0500 Reworked GLSL extension and version detection.
Ryan C. Gordon <icculus@icculus.org> [Wed, 21 Dec 2011 02:19:10 -0500] rev 1070
Reworked GLSL extension and version detection. Also disabled forcibly declaring GLSL available if the GL version is >= 2.0, because the ARB extensions use different entry points than the core version. Silly mistake.
Mon, 28 Nov 2011 07:41:31 -0500 Extremely minor tweak.
Ryan C. Gordon <icculus@icculus.org> [Mon, 28 Nov 2011 07:41:31 -0500] rev 1069
Extremely minor tweak.
Tue, 15 Nov 2011 12:30:17 -0500 Documented MOJOSHADER_glBindShaders().
Ryan C. Gordon <icculus@icculus.org> [Tue, 15 Nov 2011 12:30:17 -0500] rev 1068
Documented MOJOSHADER_glBindShaders().
Fri, 11 Nov 2011 03:15:36 -0500 Forgot a piece with SUPPORT_PRESHADERS preprocessor test.
Ryan C. Gordon <icculus@icculus.org> [Fri, 11 Nov 2011 03:15:36 -0500] rev 1067
Forgot a piece with SUPPORT_PRESHADERS preprocessor test.
Fri, 11 Nov 2011 02:20:36 -0500 Added MOJOSHADER_glBindShaders().
Ryan C. Gordon <icculus@icculus.org> [Fri, 11 Nov 2011 02:20:36 -0500] rev 1066
Added MOJOSHADER_glBindShaders().
Fri, 11 Nov 2011 02:20:05 -0500 Implemented hash_iter_keys().
Ryan C. Gordon <icculus@icculus.org> [Fri, 11 Nov 2011 02:20:05 -0500] rev 1065
Implemented hash_iter_keys().
Fri, 11 Nov 2011 02:19:48 -0500 Minor hash_iter() code cleanup.
Ryan C. Gordon <icculus@icculus.org> [Fri, 11 Nov 2011 02:19:48 -0500] rev 1064
Minor hash_iter() code cleanup.
Tue, 25 Oct 2011 12:01:34 -0400 Several preshader fixes and static analysis tweaks.
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Oct 2011 12:01:34 -0400] rev 1063
Several preshader fixes and static analysis tweaks.
Tue, 25 Oct 2011 02:24:45 -0400 Fixed use of wrong variable in setting preshader temp register counts.
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Oct 2011 02:24:45 -0400] rev 1062
Fixed use of wrong variable in setting preshader temp register counts.
Mon, 24 Oct 2011 15:03:43 -0400 Set relative_component correctly when parsing source registers.
Ryan C. Gordon <icculus@icculus.org> [Mon, 24 Oct 2011 15:03:43 -0400] rev 1061
Set relative_component correctly when parsing source registers. Fixes address a0.(y|z|w) from unconditionally becoming a0.x ...
Thu, 20 Oct 2011 17:50:27 -0400 Fixed a few things clang's static analysis reported.
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Oct 2011 17:50:27 -0400] rev 1060
Fixed a few things clang's static analysis reported.
Thu, 20 Oct 2011 12:08:12 -0400 Fixed must-copy version of stringmap_insert().
Ryan C. Gordon <icculus@icculus.org> [Thu, 20 Oct 2011 12:08:12 -0400] rev 1059
Fixed must-copy version of stringmap_insert(). Thanks to Sam Lantinga for pointing out the bug.
Mon, 01 Aug 2011 15:14:50 -0400 Let d3d and bytecode profiles use relative addressing without a CTAB.
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Aug 2011 15:14:50 -0400] rev 1058
Let d3d and bytecode profiles use relative addressing without a CTAB. Since these would work on Windows without them, too.
Mon, 01 Aug 2011 15:06:52 -0400 Assembler: fixed bug where relative addressing failed parsing.
Ryan C. Gordon <icculus@icculus.org> [Mon, 01 Aug 2011 15:06:52 -0400] rev 1057
Assembler: fixed bug where relative addressing failed parsing.
Mon, 20 Jun 2011 15:56:22 -0400 Toggle pointsize support as necessary in the OpenGL bindings.
Ryan C. Gordon <icculus@icculus.org> [Mon, 20 Jun 2011 15:56:22 -0400] rev 1056
Toggle pointsize support as necessary in the OpenGL bindings.
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.
(0) -1000 -300 -100 -50 -30 +30 +50 +100 tip