Displaying 6 results from an estimated 6 matches for "position0".
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2010 Dec 23
1
Report: Acer Travelmat stupid MBR check
...o boot from any media
(not even your harddisk) the exception is thrown.
Reason:
The Diskcryptor MBR starts with 0xeb(jmp). The original M$ mbr starts with
0x33(xor ax,ax).
Some bioses(like mine) try to detect if a drive has a MBR or if it is a
removable drive without MBR.
Very simple here:
Sector0,Position0==0x33 => MBR => normal partitioned harddisk.
Sector0,Position0==0xeb => Boot Sector assumed => emulate a hard disk(this
is what makes usb-sticks without mbr bootable as harddisks, and makes my
acer crash)
============================================================================http:/...
2015 Feb 20
0
Wine release 1.7.37
...rs.
comctl32: Do not call 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....
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...on.
>
Could you be a bit more specific on your goals? A few quick questions that
come to mind are:
1. What shader models will you aim to support?
2. What types of shared will you aim to support? e.g. vertex, pixel,
geometry, hull
3. How do you propose to handle vertex buffer semantics? e.g. POSITION0,
TEXCOORD0, NORMAL, etc.
Perhaps a simple example would be nice, showing a very simple LLVM IR input
and the (proposed) bytecode output.
>
> 2. Interest
>
> Over the past few years, I've become interested in graphics programming.
> I'm also interested in learning how to de...
2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...ll the opcodes seem to be different), so I'll do that later.
> 2. What types of shared will you aim to support? e.g. vertex, pixel,
> geometry, hull
Since I'm only doing up to SM3, vertex and pixel shaders only.
> 3. How do you propose to handle vertex buffer semantics? e.g.
> POSITION0, TEXCOORD0, NORMAL, etc.
I can think of several ways:
- Make the frontend declare special symbols, and handle these symbols
specially in the backend
- Decorate the struct members with metadata
I'm leaning towards the latter one.
>
> Perhaps a simple example would be nice, showing a ver...
2011 Mar 29
3
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
Here's the other of my proposals for this year's Google Summer of Code.
(The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the
Wine project, they really want this).
Title: Microsoft Direct3D shader bytecode backend
Abstract:
There is a distinct lack of open-source frameworks for compiling HLSL,
the shader language used by Direct3D, into bytecode that D3D can
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
...o be different), so I'll do that later.
>> 2. What types of shared will you aim to support? e.g. vertex, pixel,
>> geometry, hull
> Since I'm only doing up to SM3, vertex and pixel shaders only.
>> 3. How do you propose to handle vertex buffer semantics? e.g.
>> POSITION0, TEXCOORD0, NORMAL, etc.
> I can think of several ways:
>
> - Make the frontend declare special symbols, and handle these symbols
> specially in the backend
> - Decorate the struct members with metadata
>
> I'm leaning towards the latter one.
Does this mean that the meta...