Update SwiftShader to April code dump.
April code dump from Transgaming. Adds new shader compiler.
diff --git a/src/Renderer/VertexProcessor.cpp b/src/Renderer/VertexProcessor.cpp
index 6f23be7..c660ef6 100644
--- a/src/Renderer/VertexProcessor.cpp
+++ b/src/Renderer/VertexProcessor.cpp
@@ -1,6 +1,6 @@
// SwiftShader Software Renderer
//
-// Copyright(c) 2005-2011 TransGaming Inc.
+// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
@@ -11,7 +11,6 @@
#include "VertexProcessor.hpp"
-#include "Viewport.hpp"
#include "Math.hpp"
#include "VertexPipeline.hpp"
#include "VertexProgram.hpp"
@@ -98,6 +97,7 @@
updateModelMatrix[i] = true;
}
+ precacheDLL = 0;
routineCache = 0;
setRoutineCacheSize(1024);
}
@@ -795,11 +795,11 @@
if(context->vertexShader)
{
- state.shaderHash = context->vertexShader->getHash();
+ state.shaderID = context->vertexShader->getSerialID();
}
else
{
- state.shaderHash = 0;
+ state.shaderID = 0;
}
state.fixedFunction = !context->vertexShader && context->pixelShaderVersion() < 0x0300;
@@ -837,7 +837,6 @@
state.pointScaleActive = context->pointScaleActive();
state.preTransformed = context->preTransformed;
- state.postTransform = context->postTransform;
state.superSampling = context->renderTarget[0]->getSuperSampleCount() > 1;
state.multiSampling = context->renderTarget[0]->getMultiSampleCount() > 1;
@@ -895,10 +894,10 @@
for(int stage = 0; stage < 8; stage++)
{
- if(context->vertexTextureActive(stage, 0)) state.output[T0 + stage].write |= 0x01;
- if(context->vertexTextureActive(stage, 1)) state.output[T0 + stage].write |= 0x02;
- if(context->vertexTextureActive(stage, 2)) state.output[T0 + stage].write |= 0x04;
- if(context->vertexTextureActive(stage, 3)) state.output[T0 + stage].write |= 0x08;
+ if(context->texCoordActive(stage, 0)) state.output[T0 + stage].write |= 0x01;
+ if(context->texCoordActive(stage, 1)) state.output[T0 + stage].write |= 0x02;
+ if(context->texCoordActive(stage, 2)) state.output[T0 + stage].write |= 0x04;
+ if(context->texCoordActive(stage, 3)) state.output[T0 + stage].write |= 0x08;
}
if(context->fogActive())