Matteo Bruni
e789fadd56
wined3d: Don't replicate shader limits values for each shader.
2014-10-16 21:23:26 +09:00
Matteo Bruni
f24e62b303
wined3d: Fail to create shaders using more than the supported number of constants.
2014-10-14 14:00:11 +09:00
Henri Verbeet
b005ad6f90
wined3d: Use rendertarget views for color output instead of surfaces.
2014-08-21 12:24:42 +02:00
Henri Verbeet
7b8aa8606c
wined3d: Recognize the SM4 ishl opcode.
2014-05-20 09:44:25 +02:00
Henri Verbeet
3555eab8b9
wined3d: Recognize the SM4 dp2 opcode.
2014-05-20 09:44:21 +02:00
Henri Verbeet
0eebe0515f
wined3d: Fix a couple of string declarations.
2014-05-02 13:45:10 +02:00
Henri Verbeet
c228ffbaf0
wined3d: Unify shader binding points.
2013-10-10 10:44:53 +02:00
Stefan Dösinger
b4d8b52fa7
wined3d: Pass position_transformed and gl_info to find_ps_compile_args.
2013-09-11 17:09:59 +02:00
Stefan Dösinger
dfeee9077c
wined3d: Pass the swizzle map to find_vs_compile_args.
2013-09-11 17:09:56 +02:00
Stefan Dösinger
b73464a413
wined3d: Use the ftoa helper function in the ARB shader backend.
...
This is the ARB equivalent to e0494afa00
.
2013-09-05 17:55:48 +02:00
Henri Verbeet
b5e0c5d052
wined3d: Get rid of some leftover comments referring to the GL lock.
2013-09-02 18:02:26 +02:00
Henri Verbeet
605136ab04
wined3d: Get rid of the SHADER_PGMSIZE constant.
2013-08-29 19:56:17 +02:00
Henri Verbeet
74faebd68d
wined3d: Store the current GLSL program per-context.
2013-08-23 10:41:28 +02:00
Henri Verbeet
69e1100c0c
wined3d: Handle NP2 fixup updates in shader_load_constants().
2013-08-21 12:13:56 +02:00
Henri Verbeet
37d1e8b79c
wined3d: Try to avoid redundant constant updates.
...
This gives a minor performance improvement. For example, in 3DMark03 Game Test
1 this gives about a 4% improvement, in the Counter Strike: Source stress test
it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
2013-08-16 11:55:24 +02:00
Henri Verbeet
8352d45da5
wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".
...
This is mostly for consistency with wined3d_ffp_vs_fog_mode.
2013-05-30 10:57:15 +02:00
Stefan Dösinger
6fce4d4547
wined3d: Pass the state and private data to shader_select.
2013-05-14 18:37:08 +02:00
Stefan Dösinger
47f385adf0
wined3d: Add a separate function for disabling shaders.
2013-05-14 18:37:04 +02:00
Stefan Dösinger
036a62a245
wined3d: Explicitly pass the state to shader_load_constants.
2013-05-14 18:36:59 +02:00
Stefan Dösinger
768e8c098c
wined3d: Move shader limits to wined3d_d3d_info.
2013-04-25 20:25:09 +02:00
Henri Verbeet
471991eb9a
wined3d: Introduce a wined3d_vertex_pipe_ops structure.
2013-04-25 13:39:56 +02:00
Henri Verbeet
c756496326
wined3d: Rename the device "strided_streams" field to "stream_info".
...
The "strided" in there is mostly historic, it hasn't really been accurate for
a while now.
2013-04-22 15:26:11 +02:00
Stefan Dösinger
76234750a5
wined3d: Don't hardcode the ps_1_3 sampler limit in find_ps_compile_args.
2013-04-15 17:46:00 +02:00
Stefan Dösinger
0680b1758d
wined3d: Store ps 1.4 texture types in ps_compile_args.
2013-04-15 17:45:58 +02:00
Stefan Dösinger
667f4225b5
wined3d: Put local constants into the shader code again.
...
This is essentially a revert of cd7825c893
,
with proper precision.
2013-04-09 16:33:25 +02:00
Ričardas Barkauskas
cf12f51b15
wined3d: Make shader buffer dynamic.
2013-02-26 11:28:44 +01:00
Ričardas Barkauskas
b5ff0a6983
wined3d: Rename bsize to content_size to reflect usage.
2013-02-26 11:27:39 +01:00
Michael Stefaniuc
50a9fb579c
wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time.
2013-02-06 09:04:41 +01:00
Henri Verbeet
6f04922de0
wined3d: Support all fixups in shader_none_color_fixup_supported().
2013-01-25 11:18:09 +01:00
Henri Verbeet
c525cf381d
wined3d: Move "vs_clipping" to the shader caps.
2013-01-21 12:51:22 +01:00
Henri Verbeet
0e0e3b76f5
wined3d: Move "ffp_proj_control" to the fragment caps.
2013-01-21 12:51:21 +01:00
Henri Verbeet
e73aa3e83d
wined3d: Get rid of vs_selected_mode / ps_selected_mode from struct wined3d_device.
...
These are only used by wined3d_shader_create_vs() /
wined3d_shader_create_ps(), but they're redundant there since the "none"
shader backend doesn't support any shader version.
2013-01-18 13:29:04 +01:00
Henri Verbeet
9a27b0ad71
wined3d: Add support for geometry shaders to the GLSL shader backend.
2012-11-15 12:19:36 +01:00
Henri Verbeet
0e856abf6d
wined3d: Enable or disable the fragment pipe in shader_select().
2012-11-05 11:30:33 +01:00
Henri Verbeet
5059da9e32
wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
...
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
2012-10-29 10:47:03 +01:00
Henri Verbeet
17e33e9b27
wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe.
2012-10-25 11:48:31 +02:00
Henri Verbeet
59bdd6ae97
wined3d: Recognise the SM4 "primID" register type.
2012-10-16 11:36:45 +02:00
Henri Verbeet
311a1e0148
wined3d: Handle SM1 comments in the frontend.
2012-10-15 13:31:08 +02:00
Henri Verbeet
5626e165ff
wined3d: Introduce a structure for shader register indices.
2012-10-15 13:31:07 +02:00
Henri Verbeet
fc185f9bae
wined3d: Add support for SM4 relative addressing.
2012-10-12 13:21:39 +02:00
Henri Verbeet
07203fa465
wined3d: Remove unused wined3d_shader_limits fields.
2012-10-09 09:59:58 +02:00
Henri Verbeet
eedbdded23
wined3d: Fix the SM3 int and bool vs constant limits.
...
Reported by Eduard Munteanu.
2012-10-09 09:59:54 +02:00
Henri Verbeet
4d39cb56fc
wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend.
2012-10-03 11:19:42 +02:00
Henri Verbeet
6d948e1a8c
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
2012-10-01 23:08:00 +02:00
Henri Verbeet
e13a589bfc
wined3d: Set more accurate limits for SM4 shaders.
2012-09-28 11:26:44 +02:00
Francois Gouget
ea61d59651
wined3d: Remove an unwanted trailing '\n' in shader_dump_register().
2012-09-19 23:56:05 +02:00
Henri Verbeet
fb989f1d1e
wined3d: Implement version checks for geometry shaders.
2012-09-19 13:04:56 +02:00
Henri Verbeet
a67ee02a48
wined3d: Recognize the SM4 dcl_outputTopology opcode.
2012-09-17 12:28:40 +02:00
Henri Verbeet
0fbb98424c
wined3d: Recognize the SM4 dcl_inputPrimitive opcode.
2012-09-17 12:28:36 +02:00
Henri Verbeet
d574d639a4
wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode.
2012-09-17 12:28:28 +02:00
Henri Verbeet
0a17173bc2
wined3d: Introduce a union for declaration shader instruction arguments.
2012-09-17 12:28:20 +02:00
Henri Verbeet
a7bad0bde5
wined3d: Just handle all instructions in the shader backend.
2012-09-14 15:43:28 +02:00
Henri Verbeet
ac5c420c91
wined3d: Add type information to shader registers.
2012-09-05 11:47:59 +02:00
Henri Verbeet
42582ada00
wined3d: Read complete shader instructions at a time.
2012-09-05 11:47:55 +02:00
Matteo Bruni
d37f8ea866
wined3d: Use BOOL instead of char in shader_load_constants().
2012-08-21 11:45:55 +02:00
Matteo Bruni
152a09ce75
wined3d: Use GL_FRAMEBUFFER_SRGB when possible.
2012-08-15 12:15:42 +02:00
Francois Gouget
19ba80e7c2
wined3d: We must include Wine's port.h before using NAN.
2012-06-01 17:41:52 +02:00
Matteo Bruni
f69f2aa347
wined3d: SM1 texture projection always divides by w when there is a vertex shader set.
2012-01-24 11:55:47 +01:00
Henri Verbeet
bee9adbd05
wined3d: Get rid of the WINED3DDECLUSAGE typedef.
2012-01-19 11:56:47 +01:00
Henri Verbeet
7f7bc520b6
wined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS typedef.
2012-01-10 10:47:30 +01:00
Henri Verbeet
43fcbcb36e
wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef.
2012-01-10 10:47:27 +01:00
Henri Verbeet
40e8d85426
wined3d: Simplify transform flag handling in find_ps_compile_args().
2012-01-10 10:47:17 +01:00
Matteo Bruni
472fed41dd
wined3d: Improve invalid TEXTURETRANSFORMFLAGS handling.
2011-12-28 18:55:15 +01:00
Henri Verbeet
6623a8cfa9
wined3d: Get rid of the WINED3DFOGMODE typedef.
2011-12-22 10:08:52 +01:00
Henri Verbeet
3082c1a9de
wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef.
2011-12-20 10:11:47 +01:00
Matteo Bruni
68e0cd430f
wined3d: Ignore invalid texture transform flags.
2011-12-13 14:00:24 +01:00
Henri Verbeet
a8504f4f57
wined3d: Remove the special case for loop and rep in shader_get_registers_used().
...
SM4 loops don't have control parameters.
2011-11-23 09:13:33 +01:00
Henri Verbeet
14cf780fde
wined3d: Recognize the SM4 xor opcode.
2011-11-22 10:52:33 +01:00
Henri Verbeet
d695dd3af4
wined3d: Recognize the SM4 ushr opcode.
2011-11-22 10:52:29 +01:00
Henri Verbeet
9afff037e5
wined3d: Recognize the SM4 udiv opcode.
2011-11-22 10:52:25 +01:00
Henri Verbeet
e2d099a14d
wined3d: Recognize the SM4 round_ni opcode.
2011-11-21 11:00:50 +01:00
Henri Verbeet
829e28cb4d
wined3d: Recognize the SM4 ge opcode.
2011-11-21 11:00:46 +01:00
Henri Verbeet
af11214562
wined3d: Recognize the SM4 eq opcode.
2011-11-21 11:00:42 +01:00
Henri Verbeet
563edce2fa
wined3d: Get rid of the WINED3DSHADER_PARAM_SRCMOD_TYPE typedef.
2011-11-15 16:09:09 +01:00
Henri Verbeet
66cb4a8ca9
wined3d: Get rid of the WINED3DSHADER_PARAM_REGISTER_TYPE typedef.
2011-11-14 15:25:22 +01:00
Henri Verbeet
adf7c33023
wined3d: Get rid of the COMPARISON_TYPE typedef.
2011-11-09 11:34:32 +01:00
Henri Verbeet
323a95418e
wined3d: Get rid of the WINED3DSAMPLER_TEXTURE_TYPE typedef.
2011-11-09 11:34:24 +01:00
Henri Verbeet
b49e08aa8d
wined3d: Get rid of the local_constant typedef.
2011-10-31 23:52:59 +01:00
Matteo Bruni
095a9a6893
wined3d: Refuse to create a shader unsupported by the backend.
2011-10-26 12:41:35 +02:00
Henri Verbeet
7aac0159a9
wined3d: Move the ARB shader program constant handling to the backend where it belongs.
2011-10-26 12:41:33 +02:00
Matteo Bruni
2a146448f4
wined3d: When creating a new shader, check shader type and version.
2011-09-26 17:57:48 +02:00
Henri Verbeet
fcf4303e1a
wined3d: Store a pointer to the framebuffer state in struct wined3d_state.
2011-07-14 14:11:07 +02:00
Henri Verbeet
d67d7ebbcb
wined3d: Make the shader parameter to shader_generate_main() const.
2011-07-12 11:35:12 +02:00
Henri Verbeet
48881c0792
wined3d: Make the shader parameter to vshader_get_input() const.
2011-07-12 11:35:08 +02:00
Henri Verbeet
019f6a8534
wined3d: Mask out writes to unused render targets.
...
Outputs not written by the pixel shader are undefined in GL, but in D3D the
render target is unmodified.
2011-05-25 11:49:23 +02:00
Henri Verbeet
aba42d1fa5
wined3d: Introduce a separate structure for framebuffer state.
2011-05-19 10:07:57 +02:00
Stefan Dösinger
1133991e85
wined3d: Make two variables unsigned.
2011-05-18 16:41:42 +02:00
Henri Verbeet
0e0e5c3e38
wined3d: Get rid of the IWineD3DDevice typedefs.
2011-05-17 10:06:23 +02:00
Henri Verbeet
00a5f38595
wined3d: Remove object creation methods from the IWineD3DDevice interface.
2011-05-11 14:56:48 +02:00
Matteo Bruni
4f96f4f467
wined3d: Fix pow handling with special values in ARB backend.
2011-05-05 17:26:12 +02:00
Henri Verbeet
86b0c6bd7b
wined3d: Rename "shader_backend_t" to "wined3d_shader_backend_ops".
...
This makes it more consistent with the other call table names in wined3d.
2011-05-05 11:45:22 +02:00
Henri Verbeet
c4b73c4550
wined3d: Get rid of the IWineD3DSurface typedefs.
2011-04-29 16:52:13 +02:00
Matteo Bruni
db8d681a5b
wined3d: Remove rcp special handling of 0 from the ARB shader backend.
2011-04-28 12:11:55 +02:00
Henri Verbeet
8fe80e18b2
wined3d: Get rid of the IWineD3DBaseShader typedefs.
2011-03-31 12:37:47 +02:00
Henri Verbeet
f8f83ff2f7
wined3d: Remove COM from the shader implementation.
2011-03-31 12:37:46 +02:00
Henri Verbeet
5555d904be
wined3d: Get rid of IWineD3DBaseShaderClass.
2011-03-31 12:37:46 +02:00
Henri Verbeet
45fd0d4e7a
wined3d: Merge the IWineD3DBaseShader implementations.
2011-03-31 12:37:46 +02:00
Henri Verbeet
99bed5d41d
wined3d: Get rid of IWineD3DPixelShaderImpl.
2011-03-30 12:18:20 +02:00
Henri Verbeet
4674b94d23
wined3d: Get rid of struct wined3d_geometryshader.
2011-03-30 12:18:14 +02:00
Henri Verbeet
dab01d435e
wined3d: Get rid of IWineD3DVertexShaderImpl.
2011-03-30 12:18:09 +02:00
Henri Verbeet
3d4fe0b750
wined3d: Get rid of IWineD3DPixelShader.
2011-03-30 12:18:03 +02:00
Henri Verbeet
9ea2ee5f4e
wined3d: Get rid of IWineD3DGeometryShader.
2011-03-30 12:17:56 +02:00
Henri Verbeet
49725ba583
wined3d: Get rid of IWineD3DVertexShader.
2011-03-30 12:17:51 +02:00
Henri Verbeet
57d70bfdda
wined3d: Move IWineD3DVertexShader::SetLocalConstantsF() to IWineD3DBaseShader.
2011-03-29 12:34:59 +02:00
Henri Verbeet
0e22aea01e
wined3d: Replace "pow2_matrix_identity" in wined3d_texture with a flag.
2011-03-29 12:34:49 +02:00
Henri Verbeet
c5bf96c951
wined3d: Get rid of IWineD3DBaseTextureClass.
2011-03-29 12:34:40 +02:00
Henri Verbeet
eb5bfad18d
wined3d: Get rid of the IWineD3DBaseTexture typedefs.
2011-03-28 17:08:52 +02:00
Henri Verbeet
7bc7caf423
wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
2010-12-16 11:50:09 +01:00
Henri Verbeet
bd2e7aedcf
wined3d: Store an IWineD3DBaseShaderImpl pointer in wined3d_shader_context.
2010-12-15 11:55:22 +01:00
Henri Verbeet
2f36d600ef
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_main().
2010-12-15 11:55:19 +01:00
Henri Verbeet
51f06dcf0c
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_get_registers_used().
2010-12-15 11:55:16 +01:00
Henri Verbeet
bbbab10c8e
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_cleanup().
2010-12-13 16:24:27 +01:00
Henri Verbeet
fe2ffe1e6a
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_destroy().
2010-12-13 16:24:23 +01:00
Henri Verbeet
b5637a934e
wined3d: Store an IWineD3DDeviceImpl pointer in IWineD3DBaseShaderClass.
2010-12-08 11:27:49 +01:00
Henri Verbeet
db164a990c
wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.
...
For consistency with other shader translation structures.
2010-12-07 11:33:23 +01:00
Henri Verbeet
e9ff40d918
wined3d: Use local reg_maps variables where possible.
2010-12-06 12:21:31 +01:00
Henri Verbeet
6a646ac25d
wined3d: shader_get_registers_used() is only called during shader initialization.
2010-12-03 11:04:39 +01:00
Henri Verbeet
fe47ba8fa2
wined3d: Move the rel_offset vertex shader field to the ARB shader backend.
2010-12-03 11:04:28 +01:00
Henri Verbeet
b72b037128
wined3d: Properly initialize min_rel_offset.
...
This somehow got lost in 14da44aa36
.
2010-12-03 11:04:22 +01:00
Henri Verbeet
03d7f527cf
wined3d: Move min_rel_offset / max_rel_offset to the shader_reg_maps structure.
2010-12-02 11:54:20 +01:00
Henri Verbeet
f92a0667d7
wined3d: Remove a unused parameter to shader_dirtifyable_constants().
2010-12-02 11:53:57 +01:00
Henri Verbeet
f45aeb4abe
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private().
2010-12-01 11:09:08 +01:00
Henri Verbeet
4a69874938
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
2010-12-01 11:09:02 +01:00
Henri Verbeet
77923346da
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants().
2010-12-01 11:08:57 +01:00
Henri Verbeet
4a6d0da207
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_vertex_constants().
2010-12-01 11:08:51 +01:00
Henri Verbeet
7363b0e98a
wined3d: Explicitly pass data and gl_info to shader_deselect_depth_blt().
2010-11-30 10:57:23 +01:00
Henri Verbeet
93a824d744
wined3d: Explicitly pass data and gl_info to shader_select_depth_blt().
2010-11-30 10:57:17 +01:00
Henri Verbeet
efb185dcd5
wined3d: Rename the wined3d_format "Flags" field to "flags".
2010-11-12 15:43:08 +01:00
Henri Verbeet
e832b57a15
wined3d: Move loop state to wined3d_shader_context.
2010-10-29 14:33:56 +02:00
Henri Verbeet
8a4a76f9a7
wined3d: Move "parse_state" to wined3d_shader_context.
2010-10-29 14:33:56 +02:00
Henri Verbeet
5ef7a8c242
wined3d: Explicitly pass parameters to shader_load_np2fixup_constants().
2010-10-25 14:29:37 +02:00
Henri Verbeet
d508a855c1
wined3d: Recognize the SM4 sqrt opcode.
2010-10-20 18:37:07 +02:00
Henri Verbeet
4eb8fd7960
wined3d: Recognize the SM4 sample_d opcode.
2010-10-14 17:54:52 +02:00
Henri Verbeet
50f6fbadb0
wined3d: Recognize the SM4 ld opcode.
2010-10-13 13:00:30 +02:00
Henri Verbeet
7c6658f970
wined3d: Recognize the SM4 ieq opcode.
2010-10-13 13:00:26 +02:00
Henri Verbeet
a9e3058426
wined3d: Recognize the SM4 ftoi opcode.
2010-10-13 13:00:22 +02:00
Henri Verbeet
b53d346d35
wined3d: Recognize the SM4 div opcode.
2010-10-13 13:00:17 +02:00
Henri Verbeet
916167e93a
wined3d: Recognize the SM4 resource register type.
2010-10-12 17:36:30 +02:00
Henri Verbeet
ff9c2fcdb2
wined3d: Recognize the SM4 utof opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
18d7a73af8
wined3d: Recognize the SM4 sample_l opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
407ed1b875
wined3d: Recognize the SM4 sample opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
b2f520b5f0
wined3d: Recognize the SM4 itof opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
1fe1676ae9
wined3d: SM4 immediate constants are typeless.
2010-10-08 15:26:42 +02:00
Henri Verbeet
d369136a96
wined3d: Recognize the SM4 imul opcode.
2010-10-08 15:26:33 +02:00
Henri Verbeet
0677a67c7b
wined3d: Recognize the SM4 NULL register type.
2010-10-08 15:26:28 +02:00
Henri Verbeet
7c7205d90a
wined3d: Allow multiple shader instruction destination arguments.
2010-10-08 15:26:19 +02:00
Henri Verbeet
512e6cec2c
wined3d: Recognize the SM4 movc opcode.
2010-10-07 15:58:10 +02:00
Henri Verbeet
1330f844f8
wined3d: Recognize the SM4 and opcode.
2010-10-07 15:58:09 +02:00
Matteo Bruni
20010235ad
wined3d: Keep track of texture transformation states in compiled pixel shaders.
2010-10-04 15:00:08 +02:00
Henri Verbeet
e12f5ff08a
wined3d: Pass a wined3d_state structure to find_ps_compile_args().
2010-09-29 12:22:39 +02:00
Henri Verbeet
8d5a25bbec
wined3d: Pass a wined3d_state structure to find_vs_compile_args().
2010-09-29 12:22:36 +02:00
Henri Verbeet
9224751a13
wined3d: Pass a wined3d_state structure to use_vs().
2010-09-28 17:33:17 +02:00
Henri Verbeet
dd4aea36c9
wined3d: Move the vertex shader to wined3d_state.
2010-09-20 13:48:12 +02:00
Henri Verbeet
d728d5f0ec
wined3d: Move texture bindings to wined3d_state.
2010-09-18 13:05:49 +02:00
Henri Verbeet
5a3a4ac77a
wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface.
2010-09-18 13:05:44 +02:00
Henri Verbeet
1ef4f075c1
wined3d: Introduce a separate structure for stateblock states.
...
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Henri Verbeet
b68d257710
wined3d: Get rid of redundant comparisons against NULL / 0.
2010-09-14 09:43:33 -05:00
Henri Verbeet
bc2db78c3a
wined3d: Explicitly document some more consequences of GL locking policy.
...
The basic rule is that you can't call anything that takes the user32 / gdi32
lock while under the GL (winex11) lock. As a consequence, you can't call
anything like context_acquire() or context_destroy() either.
2010-09-03 11:05:10 +02:00
Henri Verbeet
6c4c351791
wined3d: Don't require wined3d object parents to be COM objects.
2010-09-01 14:01:02 +02:00
Henri Verbeet
3a7f08a56f
wined3d: Rename wined3d_format_desc to wined3d_format.
2010-08-31 14:23:47 +02:00
Henri Verbeet
37c8632811
wined3d: Make some lookup tables const.
2010-08-04 13:24:24 +02:00
Henri Verbeet
2114a36936
wined3d: Unify vertex shader output handling between shader models.
2010-07-29 17:33:35 +02:00
Stefan Dösinger
068915a4f1
wined3d: Check the writemask before activating the oC0 optimization.
...
The comment above the code correctly mentions that this optimization
does not work if oC0 is written partially, but the code doesn't
actually check for this condition.
2010-07-22 10:22:46 +02:00
Stefan Dösinger
6b794cbd64
wined3d: Only perform sRGB write correction on formats that advertise it.
2010-07-22 10:22:26 +02:00
Stefan Dösinger
b5da118531
wined3d: Catch RCP 0.0 in ARB.
2010-05-21 18:58:04 +02:00
Henri Verbeet
79145e215b
wined3d: Add support for shadow samplers.
2010-05-17 13:19:53 +02:00
Henri Verbeet
0122cee51f
wined3d: Make sure all fields of the shader backend caps are always initialized.
2010-05-03 13:50:57 +02:00
Henri Verbeet
f09b8e454d
wined3d: Avoid some needless depth buffer copies.
...
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Henri Verbeet
d373e14d53
wined3d: Add a FIXME for predicated shader instructions.
2010-04-08 12:26:10 +02:00
Henri Verbeet
ba519be60f
wined3d: Split TEXT shader comments into separate lines.
...
Based on a patch by Christian Costa.
2010-03-04 17:29:16 +01:00
Roderick Colenbrander
922ad80f42
wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code.
2010-03-03 12:53:41 +01:00
Henri Verbeet
de006dbcf9
wined3d: Escape shader comments.
2010-02-23 12:06:58 +01:00
Henri Verbeet
eefb45f333
wined3d: Properly report shader comment sizes.
2010-02-23 12:06:54 +01:00
Henri Verbeet
576ea95803
wined3d: Remove the unused device type parameter from the shader backend's get_caps() function.
2010-02-04 13:39:27 +01:00
Henri Verbeet
f71e84d89c
wined3d: Store a pointer to the GL info in the shader context.
2010-01-25 12:58:52 +01:00
Henri Verbeet
516d54bf91
wined3d: Merge baseshader.c into shader.c.
2010-01-18 14:37:51 +01:00
Henri Verbeet
41401fb8cf
wined3d: Add a geometry shader object.
...
This is just the object used to store the byte code, the shader compiler
doesn't know how to handle geometry shaders yet.
2010-01-04 11:41:28 +01:00
Henri Verbeet
14da44aa36
wined3d: Merge vertexshader_set_function() and pixelshader_set_function().
2009-12-31 12:12:16 +01:00
Henri Verbeet
b548e387ae
wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass.
2009-12-31 12:12:16 +01:00
Henri Verbeet
736aaf7d09
wined3d: Always handle WINED3DSPR_INPUT registers as input registers in shader_get_registers_used().
...
The "attributes" vertexshader field is now derived from the input signature,
and only used to speed up matching D3D9 vertex declaration elements to shader
inputs. D3D8 and D3D10 both explicitly specify input registers.
2009-12-31 12:12:16 +01:00
Henri Verbeet
2b1ee87328
wined3d: Merge pixelshader.c and vertexshader.c.
2009-12-31 12:12:16 +01:00