wined3d: Rename the device "strided_streams" field to "stream_info".
[wine] / dlls / wined3d / glsl_shader.c
2013-04-22  Henri Verbeetwined3d: Rename the device "strided_streams" field...
2013-04-17  Henri Verbeetwined3d: Immediate constants should always have a valid...
2013-04-16  Stefan Dösingerwined3d: Enable GL_ARB_texture_rectangle in GLSL ffp...
2013-04-16  Henri Verbeetwined3d: Immediate constants should always have a valid...
2013-04-16  Henri Verbeetwined3d: Constants in constants_set should always have...
2013-04-15  Stefan Dösingerwined3d: Store ps 1.4 texture types in ps_compile_args.
2013-04-15  Stefan Dösingerwined3d: Use the np2_fixup to find out if a RECT textur...
2013-04-09  Stefan Dösingerwined3d: Put local constants into the shader code again.
2013-02-06  Michael Stefaniucwined3d: Remove ERR() on HeapAlloc failure for small...
2013-01-25  Henri Verbeetwined3d: Replace "VertexShaderMode" and "PixelShaderMod...
2013-01-22  Henri Verbeetwined3d: Add sRGB writes to the shader backend and...
2013-01-21  Henri Verbeetwined3d: Move "vs_clipping" to the shader caps.
2013-01-21  Henri Verbeetwined3d: Move "ffp_proj_control" to the fragment caps.
2012-12-11  Henri Verbeetwined3d: Get rid of ENTER_GL / LEAVE_GL.
2012-11-30  Frédéric Delanoywined3d: Add some 'fall through' comments (coverity).
2012-11-27  Henri Verbeetd3d10core: Implement d3d10_device_DrawIndexedInstanced().
2012-11-27  Henri Verbeetwined3d: Properly handle scalar destinations in shader_...
2012-11-15  Henri Verbeetwined3d: Add support for geometry shaders to the GLSL...
2012-11-12  Henri Verbeetwined3d: Handle relative addresses in the common code...
2012-11-12  Henri Verbeetwined3d: Add support for GLSL based fixed function...
2012-11-09  Henri Verbeetwined3d: Introduce a separate function for generating...
2012-11-09  Henri Verbeetwined3d: Introduce a separate function for generating...
2012-11-08  Henri Verbeetwined3d: Introduce a separate function for initializing...
2012-11-08  Henri Verbeetwined3d: Introduce a separate function for initializing...
2012-11-07  Henri Verbeetwined3d: Use more consistent names for the various...
2012-11-07  Henri Verbeetwined3d: Introduce a separate structure for the ps...
2012-11-06  Henri Verbeetwined3d: Introduce a separate structure for the vs...
2012-11-06  Henri Verbeetwined3d: Use the shader object ids as program key.
2012-11-05  Henri Verbeetwined3d: Enable or disable the fragment pipe in shader_...
2012-10-29  Henri Verbeetwined3d: Don't depend on device internals in fragment_p...
2012-10-25  Henri Verbeetwined3d: Make the shader backend responsible for contro...
2012-10-23  Henri Verbeetwined3d: Explicitly check the shader type in shader_gen...
2012-10-22  Henri Verbeetwined3d: Implement WINED3DSIH_MOVC in the GLSL shader...
2012-10-22  Henri Verbeetwined3d: Merge a couple of shader type specific blocks...
2012-10-22  Henri Verbeetwined3d: Use shader_glsl_get_prefix() in shader_glsl_ge...
2012-10-18  Henri Verbeetwined3d: Merge most of the code for shader_glsl_cmp...
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_ROUND_NI in the GLSL...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_USHR in the GLSL shader...
2012-10-18  Henri Verbeetwined3d: Implement WINED3DSIH_UDIV in the GLSL shader...
2012-10-18  Henri Verbeetwined3d: Explcitly check the shader type in shader_glsl...
2012-10-18  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-17  Henri Verbeetwined3d: Handle WINED3DSPR_PRIMID in the GLSL shader...
2012-10-16  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-16  Henri Verbeetwined3d: Explicitly check the shader type in shader_gls...
2012-10-15  Henri Verbeetwined3d: Introduce a structure for shader register...
2012-10-15  Henri Verbeetwined3d: Use the correct relative address for constant...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_IMUL in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_UTOF in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_ITOF in the GLSL shader...
2012-10-12  Henri Verbeetwined3d: Implement WINED3DSIH_FTOI in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_LT in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_IGE in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_GE in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_EQ in the GLSL shader...
2012-10-11  Henri Verbeetwined3d: Implement WINED3DSIH_XOR in the GLSL shader...
2012-10-10  Henri Verbeetwined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL...
2012-10-10  Henri Verbeetwined3d: Implement SM4 loops in the GLSL shader backend.
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_IADD in the GLSL shader...
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_DIV in the GLSL shader...
2012-10-10  Henri Verbeetwined3d: Implement WINED3DSIH_BREAKP in the GLSL shader...
2012-10-08  Henri Verbeetwined3d: Implement WINED3DSIH_AND in the GLSL shader...
2012-10-03  Henri Verbeetwined3d: Handle WINED3DSPR_CONSTBUFFER registers in...
2012-10-01  Henri Verbeetwined3d: Recognize the SM4 dcl_constantBuffer opcode.
2012-09-28  Henri Verbeetwined3d: Set more accurate limits for SM4 shaders.
2012-09-28  Henri Verbeetwined3d: Unify GLSL input / output variable naming.
2012-09-27  Henri Verbeetwined3d: Introduce a separate function to retrieve...
2012-09-25  Henri Verbeetwined3d: Take the data type of registers into account...
2012-09-24  Henri Verbeetwined3d: Take the data type of immediates into account...
2012-09-21  Henri Verbeetwined3d: Simplify shader_glsl_destroy() control flow...
2012-09-19  Henri Verbeetwined3d: Merge the glsl_vshader_private and glsl_pshade...
2012-09-19  Henri Verbeetwined3d: Implement version checks for geometry shaders.
2012-09-18  Henri Verbeetwined3d: Implement WINED3DSIH_EMIT in the GLSL shader...
2012-09-17  Henri Verbeetwined3d: Implement WINED3DSIH_CUT in the GLSL shader...
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_outputTopology opcode.
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_inputPrimitive opcode.
2012-09-17  Henri Verbeetwined3d: Recognize the SM4 dcl_maxOutputVertexCount...
2012-09-14  Henri Verbeetwined3d: Just handle all instructions in the shader...
2012-08-21  Matteo Bruniwined3d: Use BOOL instead of char in shader_load_consta...
2012-06-22  Henri Verbeetwined3d: Get rid of the d3d_caps debug channel.
2012-06-01  Francois Gougetwined3d: We must include Wine's port.h before using...
2012-03-09  Matteo Bruniwined3d: Clamp fog coordinate in the vertex shader.
2012-02-06  Henri Verbeetwined3d: Complain when the hardware may not be able...
2012-01-19  Henri Verbeetwined3d: Get rid of the WINED3DDECLUSAGE typedef.
2012-01-10  Henri Verbeetwined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS...
2012-01-10  Henri Verbeetwined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE...
2011-12-06  Henri Verbeetwined3d: Don't declare more varyings than required...
2011-11-29  Henri Verbeetwined3d: Use proper texcoord masks for GLSL texm3x3spec...
2011-11-22  Henri Verbeetwined3d: Recognize the SM4 xor opcode.
2011-11-22  Henri Verbeetwined3d: Recognize the SM4 ushr opcode.
2011-11-22  Henri Verbeetwined3d: Recognize the SM4 udiv opcode.
2011-11-21  Henri Verbeetwined3d: Recognize the SM4 round_ni opcode.
2011-11-21  Henri Verbeetwined3d: Recognize the SM4 ge opcode.
2011-11-21  Henri Verbeetwined3d: Recognize the SM4 eq opcode.
2011-11-15  Henri Verbeetwined3d: Get rid of the WINED3DSHADER_PARAM_SRCMOD_TYPE...
2011-11-14  Henri Verbeetwined3d: Introduce a "state" variable in shader_glsl_lo...
2011-11-09  Henri Verbeetwined3d: Get rid of the COMPARISON_TYPE typedef.
2011-11-09  Henri Verbeetwined3d: Get rid of the WINED3DSAMPLER_TEXTURE_TYPE...
2011-11-07  Andrew Talbotwined3d: Remove extraneous braces from switch statements.
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