Fixed must-copy version of stringmap_insert().
Fixed must-copy version of stringmap_insert(). Thanks to Sam Lantinga for pointing out the bug.
View ArticleFixed a few things clang's static analysis reported.
Fixed a few things clang's static analysis reported.
View ArticleSet relative_component correctly when parsing source registers.
Set relative_component correctly when parsing source registers. Fixes address a0.(y|z|w) from unconditionally becoming a0.x ...
View ArticleFixed use of wrong variable in setting preshader temp register counts.
Fixed use of wrong variable in setting preshader temp register counts.
View ArticleSeveral preshader fixes and static analysis tweaks.
Several preshader fixes and static analysis tweaks.
View ArticleForgot a piece with SUPPORT_PRESHADERS preprocessor test.
Forgot a piece with SUPPORT_PRESHADERS preprocessor test.
View ArticleHandle implicit declaration of ps_1_1 v# registers.
Handle implicit declaration of ps_1_1 v# registers.
View Articlearb1 TEXM3X3SPEC fix: apparently, arb1 doesn't have a DIV instruction.
arb1 TEXM3X3SPEC fix: apparently, arb1 doesn't have a DIV instruction.
View ArticleAllow sampler type remapping.
Allow sampler type remapping. Allows workaround for Shader Model 1 not specifying what a sampler should be in the bytecode itself.
View ArticleFixed NULL pointer access when linking without both a vertex and pixel shader.
Fixed NULL pointer access when linking without both a vertex and pixel shader.
View ArticleMore work on sampler remapping...3D should probably default to cubemaps, etc.
More work on sampler remapping...3D should probably default to cubemaps, etc.
View ArticleGLSL: Make TEXM3X3* opcodes able to handle Cubemap or Volume samplers.
GLSL: Make TEXM3X3* opcodes able to handle Cubemap or Volume samplers.
View ArticleARB1: Make TEXM3X3* opcodes able to handle Cubemap or Volume samplers.
ARB1: Make TEXM3X3* opcodes able to handle Cubemap or Volume samplers.
View ArticleGLSL and ARB1: Make sure Shader Model 1 TEX opcode handles non-2D textures.
GLSL and ARB1: Make sure Shader Model 1 TEX opcode handles non-2D textures.
View ArticleDon't call GL entry points once we've blanked their pointers out.
Don't call GL entry points once we've blanked their pointers out.
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