| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
vec2 v; v.x = v.y = 1.0; // chained assignment
vec4 v; v.zx = vec2(a,b); // swizzled writemask
|
|
|
|
| |
instruction saturate-write option. Not finished yet.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
of registers, rather than crash.
|
| |
|
| |
|
|
|
|
| |
share a single register. Clean-up needed.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Improved shader error handling.
|
| |
|
|
|
|
| |
we can either jump on zero, or non-zero predicate.
|
| |
|
| |
|