search for: vs_3_0

Displaying 8 results from an estimated 8 matches for "vs_3_0".

2012 Apr 12
1
Legend of Grimrock won't start
...usage Unhandled usage flags 0x8. fixme:d3d:resource_check_usage Unhandled usage flags 0x8. fixme:d3d:resource_check_usage Unhandled usage flags 0x8. fixme:d3dcompiler:D3DCompile data 0x4e5c90, data_size 169, filename (null), defines (nil), include 0x33ee50, entrypoint "main", target "vs_3_0", sflags 0x8, eflags 0, shader 0x33eea4, error_messages 0x33ee60 stub! err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartmen...
2008 Dec 31
0
[LLVMdev] [Mesa3d-dev] Folding vector instructions
Zack Rusin wrote: >> Sure, it would be very reasonable to make these target-specific >> builtins when targeting a GPU, the same way we have target-specific >> builtins for SSE. > > Actually currently the plan is to have essentially a "two pass" LLVM IR. I > wanted the first one to never lower any of the GPU instructions so we'd have > intrinsics or
2008 Dec 31
2
[LLVMdev] [Mesa3d-dev] Folding vector instructions
...be able to > write that code while working on the OpenCL implementation for Gallium. This two-pass approach is what I am taking now to write the compiler for a GPU ( sorry but I am not allowed to reveal the name). I don't work on the gallium directly. I am writing a frontend which converts vs_3_0 to LLVM IR. That's why I reference both SOA and AOS code. I think the NDA will allow me (to be confirmed) to contribute only this frontend but not the LLVM backend neither the lowering pass of this GPU. What do you plan to do with SOA and AOS paths in the gallium? (1) Will they eventually be...
2008 Dec 30
3
[LLVMdev] [Mesa3d-dev] Folding vector instructions
On Tuesday 30 December 2008 15:30:35 Chris Lattner wrote: > On Dec 30, 2008, at 6:39 AM, Corbin Simpson wrote: > >> However, the special instrucions cannot directly be mapped to LLVM > >> IR, like > >> "min", the conversion involves in 'extract' the vector, create > >> less-than-compare, create 'select' instruction, and create
2011 Oct 23
2
can't run DirectX applications properly - window garbled
...o sided stencil support: yes - Wrap stencil values: yes * Hardware vertex / index buffers: yes * Vertex programs: yes * Fragment programs: yes * Geometry programs: no * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0 * Texture Compression: yes - DXT: yes - VTC: no * Scissor Rectangle: yes * Hardware Occlusion Query: yes * User clip planes: yes * VET_UBYTE4 vertex element type: yes * Infinite far plane projection: yes * Hardware render-to-texture: yes * Floating point textures: yes * Non-power-of-...
2011 Oct 02
1
World of WarCraft: Retail Build (build 14545)
...Sound_EnableReverb "1" SET Sound_EnableSoftwareHRTF "1" SET Sound_EnableErrorSpeech "0" SET environmentDetail "75" ---------------------------------------- GxInfo ---------------------------------------- GxApi: D3D9 Shader Model: 3_0 Vertex: vs_3_0 Pixel: ps_3_0 Adapter Count: 1 Adapter 0 (primary): Driver: Display Version: 6.15.0008.0006 Description: Direct3D HAL DeviceName: \\.\DISPLAY1 ------------------------------------------------------------------------------ ---------------------------------------- x86 Registers -----...
2010 May 07
0
Wine release 1.1.44
...+) support to the shader assembler. d3dx9: Add source register modifiers (sm 2+) support to the shader assembler. d3dx9: Support all the remaining register types in the shader assembler. d3dx9: Add relative addressing support to the shader assembler. d3dx9: Support some more vs_3_0 instructions in the shader assembler. Michael Stefaniuc (21): windowscodecs: Unlock not lock again when leaving the function (Smatch). user32: Avoid using HIWORD on a string pointer. shell32: Update the Romanian translation. wineboot: Update the Romanian translation....
2012 Jun 09
2
Help getting Torchlight 2 Beta running (Mac)
...umber of floating-point constants for geometry programs: 32 * Number of integer constants for geometry programs: 97 * Number of boolean constants for geometry programs: 32 * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0 * Texture Compression: yes - DXT: yes - VTC: no - PVRTC: no * Scissor Rectangle: yes * Hardware Occlusion Query: yes * User clip planes: yes * VET_UBYTE4 vertex element type: yes * Infinite far plane projection: yes * Hardware render-to-texture: yes * Floating point textures: yes...