Age | Commit message (Collapse) | Author |
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it's a leftover from an early version of geometry shading support.
geometry shaders now encode the primitive size in the PROPERTY token
and don't need special input with their size.
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using the draw module allows us to enable geometry shading even on hardware
that doesn't support it.
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in particular asm text parsing and sanity checking were missing code
to handle multi-dimensional arrays/geometry shaders
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Previously hard-wired to 0..1
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It doesn't seem to be possible to set the egdeflag in the
vertex shader, so we need to fallback to pushing vertices
through the FIFO and use method 0x15e4 if they are used.
This only works if VP does MOV OUT[X] IN[Y] where X is the
edgeflag output, and Y is saved so we can tell the correct
input later.
The VP still writes the useless values to wasted outputs
as punishment.
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- This fixes a crash upon starting spring (a rts engine/game).
Signed-off-by: Maarten Maathuis <madman2003@gmail.com>
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The function was moved and renamed in 0bed834b.
Signed-off-by: Tomas Carnecky <tom@dbservice.com>
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