Age | Commit message (Collapse) | Author |
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program->Id and program->RefCount fields were used and ATI fragment shaders
didn't have too much in common with ARB/NV vertex/fragment programs anyway.
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No need to pass the texture unit number as an argument.
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ATI_fs instructions.
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later applied srcRep)
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changes). Fix sampling from wrong texture unit. Apply swizzling before texture sampling, and hopefully get non-projected coordinates from swrast. (still does not work at all with sw doom3, way too dark just the same as with the doom3 arb2 path)
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scope of ati fragment shader constants. Fix issues with specifying color/alpha instructions not pair-wise. Change internal representation of the shader (to better fit how the extension works, should make driver implementations simpler, and saves some memory). (still doesn't work correctly with doom3 and swrast, but not worse than before)
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no error detection, slow, may not be 100% correct but a good start
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