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...