Commit Graph

101 Commits

Author SHA1 Message Date
Stefan Dösinger 107e80a79c wined3d: Implement a different constant dirtification algorithm.
Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.
2008-03-04 12:15:16 +01:00
Stefan Dösinger f912f18b13 wined3d: Move shader model private data into its own structure. 2008-02-26 11:31:39 +01:00
Stefan Dösinger 3d2aa7afa0 wined3d: De-Statify depth blit opengl resources. 2008-02-05 12:33:15 +01:00
Austin English 3471f841a1 wined3d: Spelling fixes. 2008-01-18 12:53:33 +01:00
Stefan Dösinger 1156194881 wined3d: Destroy arb shaders on shader destroy. 2008-01-14 15:21:01 +01:00
Stefan Dösinger 4d0a609452 wined3d: Reset the shader state on shader_*_destroy. 2008-01-14 15:20:51 +01:00
Stefan Dösinger 3fd0916654 wined3d: Make the code aware of GL_ARB_texture_rectangle. 2007-11-29 13:36:37 +01:00
Alexandre Julliard 57d1548b51 wined3d: Add printf format checking to the shader_addline function and fix resulting warnings. 2007-11-28 13:40:29 +01:00
Gerald Pfeifer 7670393508 wined3d: Rewrite condition in vshader_program_add_param() to actually distinguish between two cases. 2007-11-26 13:58:13 +01:00
Stefan Dösinger cfc5725760 wined3d: Move glsl shader destruction to the glsl shader backend. 2007-11-21 12:06:27 +01:00
Stefan Dösinger fb0dde7b27 wined3d: Relative addressing offsets are limited to [-64; 63] in arb. 2007-11-08 11:54:43 +01:00
Stefan Dösinger 822030e329 wined3d: Enable the mNxN implementation for pixel shaders. 2007-10-01 13:00:19 +02:00
Stefan Dösinger d4019780b5 wined3d: Implement texbeml in arb shaders. 2007-10-01 13:00:12 +02:00
Stefan Dösinger 1c18112339 wined3d: Add proper input register handling to texreg2ar/gb. 2007-10-01 13:00:05 +02:00
Stefan Dösinger 6644704039 wined3d: Add texreg2rgb support to arb shaders. 2007-10-01 12:59:59 +02:00
Francois Gouget b2bc712323 Assorted spelling fixes. 2007-09-27 20:12:53 +02:00
Stefan Dösinger 20872abc9c wined3d: Add sincos support to arb shaders. 2007-09-27 11:57:41 +02:00
Stefan Dösinger daf2290ea4 wined3d: Implement the nrm instruction in arb. 2007-09-27 11:57:29 +02:00
Stefan Dösinger 1407bdb2cf wined3d: Add dp2add support to arb shaders. 2007-09-27 11:57:20 +02:00
Stefan Dösinger c29112b60a wined3d: Handle modifiers in cmp. 2007-09-27 11:57:05 +02:00
Stefan Dösinger 84fc6ca390 wined3d: Add modifier handling to cnd in arb. 2007-09-25 11:21:05 +02:00
Stefan Dösinger c2c7b1df91 wined3d: Implement WINED3DSI_TEXLD_BIAS in arb. 2007-09-25 11:20:58 +02:00
Stefan Dösinger 9531a10897 wined3d: Add support for some unimplemented instructions to arb shaders. 2007-09-25 11:20:51 +02:00
Stefan Dösinger de534a41a4 wined3d: Improve projected texture handling in arb. 2007-09-25 11:20:42 +02:00
Stefan Dösinger bf9cc30aac wined3d: Put V8U8 back into the UNKNOWN format group. 2007-09-25 11:20:33 +02:00
Stefan Dösinger 316095c7a3 wined3d: A0 needs the .x swizzle. 2007-09-24 13:30:42 +02:00
Stefan Dösinger 6313e0ffff wined3d: SRGB write correction emulation. 2007-09-24 13:30:30 +02:00
Stefan Dösinger 2b2c9199e8 wined3d: Unify pixel format correction. 2007-09-24 13:30:21 +02:00
Stefan Dösinger 02114ac21f wined3d: The D3DSI_COISSUE flag changes the behavior of cnd. 2007-09-14 14:26:26 +02:00
Stefan Dösinger 7248354067 wined3d: Pixel shader 1.x constants are clamped to [-1;1]. 2007-09-14 14:23:45 +02:00
Stefan Dösinger bc69315f78 wined3d: texm3x3(v)spec normalizes the normal vector. 2007-09-13 11:38:46 +02:00
Stefan Dösinger 422e0ba1cc wined3d: texkill ignores the .w only in ps 1.x. 2007-09-11 13:48:08 +02:00
Stefan Dösinger a006d2568b wined3d: Fix texdepth instruction. 2007-09-11 13:47:49 +02:00
Francois Gouget a80903e54b wined3d: '0x' is redundant with the '#' format modifier. 2007-08-10 11:56:20 +02:00
Stefan Dösinger a1f83aae8e wined3d: rsq and rcp use the .w component if no swizzle is given. 2007-07-03 12:29:34 +02:00
Stefan Dösinger a460a2df43 wined3d: Store the gl information in a per adapter structure and initialize it only once. 2007-06-11 13:51:06 +02:00
H. Verbeet 5d00923017 wined3d: Remove some redundant fields from IWineD3DBaseTextureImpl. 2007-05-04 13:41:45 +02:00
Stefan Dösinger bee084503b wined3d: Implement bem shader instruction. 2007-03-27 12:30:38 +02:00
Stefan Dösinger 929116f23c wined3d: Handle input modifiers in texcrd with arb shaders. 2007-03-27 12:30:26 +02:00
Fabian Bieler e617c91f22 wined3d: Fix arb texbem instruction for projective textures. 2007-03-23 12:32:10 +01:00
Fabian Bieler 878e02538e wined3d: Remove fog coordinate clamping in the vertex shader. 2007-03-23 12:30:58 +01:00
Fabian Bieler 7cedd56d24 wined3d: Implement linear fog with pixel shader. 2007-03-23 12:30:23 +01:00
Stefan Dösinger e25a16fda5 wined3d: General signed format correction without native signed formats.
Implement signed d3d formats for D3DFMT_V8U8 and D3DFMT_Q8W8V8U8 if no
suitable opengl signed format is supported.
2007-03-21 22:51:19 +01:00
Stefan Dösinger ede01abee2 wined3d: Support GL_ATI_envmap_bumpmap for D3DFMT_V8U8. 2007-03-21 22:50:41 +01:00
Andrew Talbot 2f5f3825c6 wined3d: Replace inline static with static inline. 2007-03-17 20:04:46 +01:00
Fabian Bieler 8dae597f24 wined3d: Implemented signed texture formats via NV_TEXTURE_SHADER. 2007-03-13 11:51:56 +01:00
Stefan Dösinger ae57138eae wined3d: WINED3DFMT_U8V8 is signed.
Plain OpenGL does not provide any signed pixel formats, so the
unsigned GL_RGB is used for loading perturbation data into pixel
shaders that use texbem. For correct loading, the signedness has to be
considered.
2007-03-06 22:16:12 +01:00
H. Verbeet 19d223cade wined3d: Store multiple constant indices per list entry. 2007-02-28 13:35:34 +01:00
Stefan Dösinger 2f96220b3e 6/10: WineD3D: rsq and rcp instructions may need a default swizzle in arb.
ARB shaders need a swizzle for the RSQ and RCP instructions, while d3d
shaders do not. The DirectX sdk says that the x component is used if
no swizzle is given.
2007-02-15 17:21:27 +01:00
Stefan Dösinger 99576ea24e wined3d: Implement texbem in arb, improve it in glsl. 2007-02-15 11:36:14 +01:00