I noticed that rgui.cgp makes use of a wrap_mode0 key, which is set to “clamp_to_border,” but it isn’t mentioned in the Cg Shader Spec here. What are the other values it can be set to? Specifically, is there a way to set the texture read mode to tile or repeat or similar? Does this apply for any texture read throughout the course of the affected pass, or can externally provided textures be set to use their own wrap_mode?
I made another thread earlier under the assumption that Retroarch imposed a hard 8-pass limit, but hunterk corrected me, and I’m wondering just how many undocumented shader features I don’t know about. Off the top of my head, I’m wondering (having trouble with the list BBCode here, but…):
[ul]
[li]Is there any other document/URL I should know about which details features not codified in the spec?[/tgs3jqvn][/li][li]Another assumption I made in my earlier post was it’s impossible to get Retroarch to use mipmapping, trilinear, or anisotropic filtering for textures (which lookups with calculated coordinates could sometimes benefit from). Is this actually true?[/
tgs3jqvn][/li][li]Is there a way to get the size of the final viewport (after all passes) in an earlier shader pass with a different-sized framebuffer?[/
tgs3jqvn][/li][]Is there a way to pass constants from .cgp files to any/all passes or have a .cgp file tell a .cg file to #include a particular file? There probably isn’t based on how Maister organized the NTSC shader permutations, but I figured it was worth asking.[/*
tgs3jqvn][/ul]