Henri Verbeet
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dc67be012f
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d3d10core: Implement d3d10_device_SOGetTargets().
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2012-11-23 14:40:36 +01:00 |
Henri Verbeet
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5b781d709d
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d3d10core: Implement d3d10_device_SOSetTargets().
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2012-11-23 14:40:30 +01:00 |
Henri Verbeet
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d0d213f7d1
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d3d10core: Implement d3d10_device_IAGetIndexBuffer().
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2012-11-21 13:25:57 +01:00 |
Henri Verbeet
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79f0b4d977
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d3d9: Avoid resetting device state for d3d9ex resets.
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2012-11-20 11:44:27 +01:00 |
Henri Verbeet
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94ab9d5ef3
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wined3d: Update the scissor rect and viewport even on redundant wined3d_device_set_render_target() calls.
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2012-11-19 11:46:55 +01:00 |
Henri Verbeet
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ffd892f6dd
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wined3d: Make state_geometry_shader() static.
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2012-11-16 11:39:50 +01:00 |
Christian Inci
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83ed5efb31
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wined3d: Add support for nVidia GT 640M.
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2012-11-15 21:22:06 +01:00 |
Henri Verbeet
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9a27b0ad71
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wined3d: Add support for geometry shaders to the GLSL shader backend.
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2012-11-15 12:19:36 +01:00 |
Henri Verbeet
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25c449247f
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d3d10core: Implement d3d10_device_GSGetShader().
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2012-11-14 11:27:44 +01:00 |
Henri Verbeet
|
9081f8afb1
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d3d10core: Implement d3d10_device_GSSetShader().
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2012-11-14 11:27:40 +01:00 |
Henri Verbeet
|
0a7b32e3f0
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wined3d: Handle relative addresses in the common code in shader_glsl_get_register_name().
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2012-11-12 12:15:30 +01:00 |
Henri Verbeet
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10d46bc042
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wined3d: Add support for GLSL based fixed function fragment shaders.
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2012-11-12 12:15:25 +01:00 |
Matteo Bruni
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a7956c4c4f
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wined3d: Pop control frames in disabled if branches (ARB shader backend).
|
2012-11-09 16:42:56 +01:00 |
Matteo Bruni
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b532284a9e
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wined3d: Ensure GL_FRAGMENT_PROGRAM_ARB is enabled when using ARB shaders.
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2012-11-09 16:42:53 +01:00 |
Henri Verbeet
|
986f4cb9b1
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wined3d: Introduce a separate function for generating the sRGB write GLSL code.
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2012-11-09 11:30:25 +01:00 |
Henri Verbeet
|
f6d05fbae6
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wined3d: Introduce a separate function for generating the fixed function fog GLSL code.
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2012-11-09 11:30:22 +01:00 |
Henri Verbeet
|
02250bb1bd
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wined3d: Introduce a separate function for initializing ps uniform locations.
|
2012-11-08 15:37:48 +01:00 |
Henri Verbeet
|
c9f4cfc96a
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wined3d: Introduce a separate function for initializing vs uniform locations.
|
2012-11-08 15:37:48 +01:00 |
Henri Verbeet
|
b42e02ce9b
|
wined3d: Use the correct RGTC constant in format_texture_info.
|
2012-11-08 15:37:47 +01:00 |
Alexandre Julliard
|
449deda62f
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wined3d: Link directly to opengl32.
|
2012-11-08 15:37:44 +01:00 |
Alexandre Julliard
|
cf2b981ce0
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wined3d: Make use of the generated wgl.h header.
|
2012-11-07 18:12:04 +01:00 |
Henri Verbeet
|
e8b0de1e14
|
wined3d: Use more consistent names for the various bumpenv uniforms.
|
2012-11-07 11:57:29 +01:00 |
Henri Verbeet
|
9b118257c4
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wined3d: Introduce a separate structure for the ps specific fields in struct glsl_shader_prog_link.
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2012-11-07 11:57:27 +01:00 |
Henri Verbeet
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ffd5e3eb81
|
wined3d: Introduce a separate structure for the vs specific fields in struct glsl_shader_prog_link.
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2012-11-06 16:02:34 +01:00 |
Henri Verbeet
|
b8bb2a4f85
|
wined3d: Use the shader object ids as program key.
|
2012-11-06 16:02:34 +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
|
d74cb4571b
|
wined3d: Simplify shader selection.
|
2012-11-05 11:30:32 +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
|
2bf46c60fb
|
wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index.
|
2012-10-25 11:48:25 +02:00 |
Rico Schüller
|
deae923cd8
|
wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability().
|
2012-10-24 19:37:15 +02:00 |
Henri Verbeet
|
41c8f1ef8a
|
wined3d: Remove some dead code from gen_ffp_instr().
|
2012-10-24 11:24:25 +02:00 |
Henri Verbeet
|
ddbe791d37
|
wined3d: Set texture_level in surface_set_texture_target() as well.
|
2012-10-24 11:24:22 +02:00 |
Henri Verbeet
|
672ad06108
|
wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc.
|
2012-10-23 12:11:26 +02:00 |
Henri Verbeet
|
6f025deba6
|
wined3d: Move shader_is_pshader_version() and shader_is_vshader_version() to the ARB program shader backend.
|
2012-10-23 12:11:18 +02:00 |
Henri Verbeet
|
81ae7f606b
|
wined3d: Explicitly check the shader type in shader_generate_glsl_declarations().
|
2012-10-23 12:11:13 +02:00 |
Henri Verbeet
|
c490fb37cf
|
wined3d: Implement WINED3DSIH_MOVC in the GLSL shader backend.
|
2012-10-22 11:44:22 +02:00 |
Henri Verbeet
|
7a437c29f3
|
wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
|
2012-10-22 11:44:20 +02:00 |
Henri Verbeet
|
b96b4c63ee
|
wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
|
2012-10-22 11:44:02 +02:00 |
Henri Verbeet
|
db3bdb0a76
|
wined3d: Also read comments in shader_sm1_is_end().
|
2012-10-22 11:43:59 +02:00 |
Henri Verbeet
|
6beb7dc1a8
|
wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().
|
2012-10-18 22:32:19 +02:00 |
Henri Verbeet
|
b72ab48ed8
|
wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
|
2012-10-18 22:32:14 +02:00 |
Henri Verbeet
|
0c1dd7f7d1
|
wined3d: Explicitly check the shader type in shader_glsl_load_constantsF().
|
2012-10-18 22:32:09 +02:00 |
Henri Verbeet
|
7365f9e6af
|
wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
|
2012-10-18 22:32:03 +02:00 |
Francois Gouget
|
23470870a1
|
wined3d: Add a trailing '\n' to a Wine trace.
|
2012-10-18 19:20:48 +02:00 |
Henri Verbeet
|
e31945b8aa
|
wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend.
|
2012-10-18 19:20:12 +02:00 |
Henri Verbeet
|
5ca5409b81
|
wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
|
2012-10-18 19:20:06 +02:00 |
Henri Verbeet
|
cc0b1bb03f
|
wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
|
2012-10-18 19:20:01 +02:00 |
Henri Verbeet
|
e832978adb
|
wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code().
|
2012-10-18 19:19:54 +02:00 |
Henri Verbeet
|
6c3595fba8
|
wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend.
|
2012-10-17 11:45:01 +02:00 |