Age | Commit message (Collapse) | Author |
|
|
|
Calls to glBindAttribLocation() should not take effect until the next time
that glLinkProgram() is called.
gl_shader_program::Attributes now just contains user-defined bindings.
gl_shader_program::VertexProgram->Attributes contains the actual/final bindings.
|
|
|
|
|
|
Need to remove the 'nil' components before swizzling a swizzle
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Unused uniforms are no longer included in the active uniforms list.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also that const declarations have initializers and that uniforms/samplers
can't have initializers.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Simplify the code for allocating storage for intermediate results. Use fewer
temps in some cases.
Also, use new asm vec4_move intrinsic instead of regular assigments in various
constructors. For example:
float f;
vec3 v;
v.xyz = f;
is not legal GLSL, so do this instead:
__asm vec4_move v.xyz, f; // note: f will auto-expand into f.xxxx
Plus, fix assorted bugs in structure comparison.
|
|
|