Age | Commit message (Collapse) | Author |
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This includes the sampler2DRect and sampler2DRectShadow types and
the texture2DRect(), texture2DRectProj(), etc. built-in functions.
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GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program
use row-major. So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices.
Unfortunately, this means that the expression M * V isn't very efficient since we
need to extract the rows out of M. And that's the typical expression for vertex
transformation: gl_ModelViewProjectionMatrix * gl_Position.
Solve this inefficiency by looking for M*V expressions and replacing them
with V*Transpose(M).
Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose
matrices.
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instruction saturate-write option. Not finished yet.
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Improved shader error handling.
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constructor for any given type be the one that takes the most parameters
as this is the constructor that'll be used when there's no perfect match
to the caller's arguments.
See the _slang_adapt_call() function for details.
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Instead of defining functions with an extra dummy parameter to distinguish
from the pre-incr/decr functions, just use new function names: __postIncr
and __postDecr.
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the T&L vertex program interpreter).
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properly.
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