- 23 Jul, 2021 40 commits
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Immediate condition refs where not handled correctly. Just move the value for now.
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ReinUsesLisp authored
Fixes the identity removal pass.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Remove lod clamp from texture instructions with lod, as this is not needed (nor supported).
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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lat9nq authored
Fixes members of unnamed union not being accessible, and one function without a declaration.
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ameerj authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Silence unused variable warning
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ameerj authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
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ameerj authored
StorageAtomicExchangeU64 is failing test seemingly due to failure storing 64-bit result into the register
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ReinUsesLisp authored
Use a struct constructor to serialize register allocation arguments to ensure registers are allocated in the same order regardless of the compiler used. The A and B functions can be called in any order when passed as arguments to "foo": foo(A(), B()) But the order is guaranteed for curly-braced constructor calls in classes: Foo{A(), B()} Use this to get consistent behavior.
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ReinUsesLisp authored
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ReinUsesLisp authored
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