search for: gl_position

Displaying 4 results from an estimated 4 matches for "gl_position".

2010 May 18
1
runes of Magic doesn't display login
..._shader:shader_glsl_dump_program_source R0.xy = (R1.ww * VC[0].zw); fixme:d3d_shader:shader_glsl_dump_program_source R1.w = ((R2.x * VC[0].w) + -R0.x); fixme:d3d_shader:shader_glsl_dump_program_source R0.w = ((R2.x * VC[0].z) + R0.y); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.x = ((R1.x * VC[1].w) + R1.w); fixme:d3d_shader:shader_glsl_dump_program_source R0.z = (R1.y * VC[1].w); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.y = ((R0.w * VC[0].y) + R0.z); fixme:d3d_shader:shader_glsl_dump_program_source gl_Position.zw = (VC[254].xy); fixme:d3d_...
2014 Jun 23
1
[PATCH v3] nv50/ir: make ARB_viewport_array behave like it does with other drivers
previously, if we had something like: gl_ViewportIndex = idx; for(int i = 0; i < gl_in.length(); i++) { gl_Position = gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); we failed to set the right ViewportIndex. To resolve this, save the ViewportIndex and store it to the right register on each emit. This fixes the remaining piglit tests in ARB_viewport_array for nvc0. Note: Not tested on nv50 Signed-off...
2014 Jun 23
1
[PATCH v2] nv50/ir: make ARB_viewport_array behave like it does with other drivers
previously, if we had something like: gl_ViewportIndex = idx; for(int i = 0; i < gl_in.length(); i++) { gl_Position = gl_in[i].gl_Position; EmitVertex(); } EndPrimitive(); we failed to set the right ViewportIndex. To resolve this, save the ViewportIndex and store it to the right register on each emit. This fixes the remaining piglit tests in ARB_viewport_array for nvc0. Note: Not tested on nv50 Signed-off...
2015 Feb 20
0
Wine release 1.7.37
...HEADER_FillItemFrame twice in a row. comctl32: Themed buttons should not draw in System if font unset. winecfg: Draw colour button using theme. Matteo Bruni (18): wined3d: Directly use the core version of glTex[Sub]Image3D. wined3d: Only copy POSITION0 output semantics into gl_Position. wined3d: Only consider POSITION0 PS inputs as vpos. wined3d: Refuse pixel shaders declaring POSITION0 inputs. d3d9/tests: Add a test for POSITIONi shader input/outputs. wined3d: Call glReadBuffer() through the appropriate function pointer. wined3d: Use GL_CLAMP_TO_EDG...