Stefan Dösinger
799770b992
wined3d: Apply shaders in their state handlers.
2007-01-08 20:56:51 +01:00
Alexandre Julliard
d46d7d13ab
Revert "wined3d: Simplify the get_write_mask and get_swizzle functions."
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This reverts commit a9f658f6a6
.
2007-01-02 13:21:47 +01:00
H. Verbeet
a9f658f6a6
wined3d: Simplify the get_write_mask and get_swizzle functions.
2006-12-29 20:56:16 +01:00
H. Verbeet
c8fc7df8a3
wined3d: Cleanup & merge pshader_get_input_register_swizzle() and vshader_program_add_input_param_swizzle().
2006-12-29 20:56:01 +01:00
H. Verbeet
572cac4eec
wined3d: Cleanup & merge pshader_get_write_mask() and vshader_program_add_output_param_swizzle().
2006-12-29 20:55:39 +01:00
H. Verbeet
a22933e08e
wined3d: The default debug channel for arb_program_shader.c & glsl_shader.c already is d3d_shader.
2006-12-28 12:18:09 +01:00
Dmitry Timoshkov
47ffd7ae95
wined3d: Make some data const.
2006-12-14 20:11:41 +01:00
H. Verbeet
f035df9ac5
wined3d: Use the texture sampling function in a few more instructions (ARB asm shaders).
2006-11-28 12:22:24 +01:00
H. Verbeet
ac651a7058
wined3d: Fix the texm3x3tex instruction to sample properly.
2006-11-28 12:19:48 +01:00
H. Verbeet
e7122e9a79
wined3d: Create a separate function for sampling a texture.
2006-11-28 12:19:39 +01:00
H. Verbeet
df6f482a69
wined3d: Move some code specific to the different shader backends into the respective source files.
2006-11-28 12:19:19 +01:00
Kovács András
eb7b1f4bce
wined3d: Fix introduced regression in shader_glsl_mnxn and vshader_hw_mnxn.
2006-10-30 20:37:34 +01:00
Kovács András
da6c01bea0
wined3d: Implement D3DSIO_MOVA in ARB backend.
2006-10-27 14:12:58 +02:00
Ivan Gyurdiev
ce2e980d1b
wined3d: Add shader version/end masks to the WINED3D namespace.
2006-10-13 11:15:45 +02:00
Ivan Gyurdiev
9846602412
wined3d: Add D3DTEXTURETRANSFORMTYPE to the WINED3D namespace.
2006-10-13 11:15:31 +02:00
Ivan Gyurdiev
b7edf5b008
wined3d: Add D3DSHADER_ADDRMODE masks to the WINED3D namespace.
2006-10-13 11:15:00 +02:00
Ivan Gyurdiev
837027fcb7
wined3d: D3DTEXTURESTAGESTATETYPE: Consistently use in WINED3D namespace.
2006-10-11 12:18:53 +02:00
Ivan Gyurdiev
82379f22a7
wined3d: Move D3DSP dest modifier related items into the WINED3D namespace.
2006-10-10 13:38:45 +02:00
Ivan Gyurdiev
76b571cb48
wined3d: Move D3DSP source modifier-related items into the WINED3D namespace.
2006-10-10 13:38:36 +02:00
Ivan Gyurdiev
17c9d9588a
wined3d: Move D3DSP_REG structures into the WINED3D namespace.
2006-10-10 13:37:49 +02:00
Ivan Gyurdiev
7259b9d8b6
wined3d: Move D3DSPR structure into the WINED3D namespace.
2006-10-10 13:37:12 +02:00
Ivan Gyurdiev
062541c026
wined3d: Move D3DSIO structure into WINED3D namespace.
2006-10-10 13:37:03 +02:00
Ivan Gyurdiev
3dcd3681f3
wined3d: Win64 printf fixes.
2006-10-02 14:38:04 +02:00
Ivan Gyurdiev
42a9262acf
wined3d: Read GL info and load constants into the same device.
2006-09-27 19:53:43 +02:00
Ivan Gyurdiev
d0032a1a2a
wined3d: Move device pointer into the BaseShader class.
2006-09-27 19:44:09 +02:00
Stefan Dösinger
96bce8d6d4
wined3d: Avoid wasting a uniform.
2006-09-25 18:24:19 +02:00
Stefan Dösinger
760456dc7f
wined3d: Find the correct sampler type for < 2.0 pshaders.
2006-08-28 11:37:24 +02:00
Stefan Dösinger
d4a88724dd
wined3d: Load projected textures in fragment shaders.
2006-08-25 11:19:15 +02:00
H. Verbeet
09eb0c40a6
wined3d: Improve float constant loading a bit.
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- Use a list to keep track of what constants are set.
- Move TRACEs and checkGLcall calls out of the main constant loading loop.
2006-08-21 12:17:42 +02:00
H. Verbeet
2358fbbb03
wined3d: Fix indices for the float constant map.
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Indices for the float constant map should be multiplied by 4 because
we're loading 4 component float vectors, not because the size of a
float is 4.
2006-08-21 12:15:12 +02:00
Jason Green
72bfe131d1
wined3d: More shader fixes / new instructions.
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- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output.
- Subtract 1 more constant from total GLSL allowed float constants to
accommodate the PROJECTION matrix row that we reference.
2006-07-28 14:01:16 +02:00
Jason Green
46c4b88ba5
wined3d: Fix some upside-down rendering issues for shaders.
2006-07-27 12:03:25 +02:00
Jason Green
718716b77a
wined3d: Make the number of floating point shader constants dynamic.
2006-07-19 09:54:30 +02:00
Christian Costa
2dc451e181
wined3d: Readd missing copyright to shaders files.
2006-07-18 11:10:34 +02:00
Christian Costa
95ac88cc0b
wined3d: Fix typo in ARB pixel shader.
2006-07-18 11:10:23 +02:00
Jason Green
6a97f2202e
wined3d: Fix for vertex shaders.
2006-07-17 15:05:38 +02:00
Ivan Gyurdiev
8068fc3b9c
wined3d: Clamp texcoord output between 0 and 1.
2006-07-11 17:12:04 +02:00
Ivan Gyurdiev
e9de563e41
wined3d: Place immediate constants in the same array as global constants.
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- move DEF, DEFI, DEFB handling into the register counting pass
- keep track of defined constants as a linked list (because there's a
few of them)
- apply immediate constants after global constants in the constant
loading function
- both types of constants now get loaded with array notation in the
shader (into the same array)
2006-07-11 17:11:30 +02:00
Ivan Gyurdiev
5b3c500efe
wined3d: Reverse semantics maps for shaders.
2006-07-07 17:39:26 +02:00
Jason Green
3529e0ceeb
wined3d: Fix D3DSIO_M#X# instruction for both ARB and GLSL shaders.
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This instruction was being handled incorrectly in the case where the
2nd src argument contained a relatively addressed constant.
2006-07-06 16:31:24 +02:00
Ivan Gyurdiev
276609e1e5
wined3d: Move register count pass to SetFunction.
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Move semantics pointers out of the reg_maps, make them persistent data
in the shader (again, for future software shaders).
2006-07-06 16:07:38 +02:00
Ivan Gyurdiev
1bfec25031
wined3d: Resync ARB mnxn function with GLSL mnxn function.
2006-07-03 12:04:09 +02:00
Ivan Gyurdiev
d06e13db99
wined3d: Move SHADER_ARB code into arb_program_shader.c.
2006-07-03 12:03:31 +02:00
Jason Green
0b09ecb291
wined3d: Move D3DSIO_DEF instruction for ARB shaders into arb_program_shader.c.
2006-06-20 11:28:15 +02:00
Jason Green
34d271bab6
wined3d: Add preliminary support for constant boolean and integer registers in GLSL.
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- Separate the declaration phase of the shader string generator into
the arb and glsl specific files.
- Add declarations and recognition for application-sent constant
integers and booleans (locally defined ones will follow).
- Standardize capitilization of pixel/vertex specific variable names.
2006-06-19 10:50:14 +02:00
Jason Green
2d8e05f8a1
wined3d: Move constant loading into target-specific files.
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- Moves GLSL constant loading code into glsl_shader.c and out of the
over-populated drawprim.c.
- Creates a new file named arb_program_shader.c which will hold code
specific to ARB_vertex_program & ARB_fragment_program.
- Remove the constant loading calls from drawprim.c
2006-06-19 10:49:52 +02:00