Rico Schüller
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deae923cd8
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wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability().
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2012-10-24 19:37:15 +02:00 |
Henri Verbeet
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41c8f1ef8a
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wined3d: Remove some dead code from gen_ffp_instr().
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2012-10-24 11:24:25 +02:00 |
Henri Verbeet
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ddbe791d37
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wined3d: Set texture_level in surface_set_texture_target() as well.
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2012-10-24 11:24:22 +02:00 |
Henri Verbeet
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672ad06108
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wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc.
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2012-10-23 12:11:26 +02:00 |
Henri Verbeet
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6f025deba6
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wined3d: Move shader_is_pshader_version() and shader_is_vshader_version() to the ARB program shader backend.
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2012-10-23 12:11:18 +02:00 |
Henri Verbeet
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81ae7f606b
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wined3d: Explicitly check the shader type in shader_generate_glsl_declarations().
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2012-10-23 12:11:13 +02:00 |
Henri Verbeet
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c490fb37cf
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wined3d: Implement WINED3DSIH_MOVC in the GLSL shader backend.
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2012-10-22 11:44:22 +02:00 |
Henri Verbeet
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7a437c29f3
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wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
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2012-10-22 11:44:20 +02:00 |
Henri Verbeet
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b96b4c63ee
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wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
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2012-10-22 11:44:02 +02:00 |
Henri Verbeet
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db3bdb0a76
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wined3d: Also read comments in shader_sm1_is_end().
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2012-10-22 11:43:59 +02:00 |
Henri Verbeet
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6beb7dc1a8
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wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().
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2012-10-18 22:32:19 +02:00 |
Henri Verbeet
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b72ab48ed8
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wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
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2012-10-18 22:32:14 +02:00 |
Henri Verbeet
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0c1dd7f7d1
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wined3d: Explicitly check the shader type in shader_glsl_load_constantsF().
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2012-10-18 22:32:09 +02:00 |
Henri Verbeet
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7365f9e6af
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wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
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2012-10-18 22:32:03 +02:00 |
Francois Gouget
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23470870a1
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wined3d: Add a trailing '\n' to a Wine trace.
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2012-10-18 19:20:48 +02:00 |
Henri Verbeet
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e31945b8aa
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wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend.
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2012-10-18 19:20:12 +02:00 |
Henri Verbeet
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5ca5409b81
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wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
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2012-10-18 19:20:06 +02:00 |
Henri Verbeet
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cc0b1bb03f
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wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
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2012-10-18 19:20:01 +02:00 |
Henri Verbeet
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e832978adb
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wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code().
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2012-10-18 19:19:54 +02:00 |
Henri Verbeet
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6c3595fba8
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wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend.
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2012-10-17 11:45:01 +02:00 |
Matteo Bruni
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3c11d8f331
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wined3d: Add new Radeon HD 6670 GL renderer string.
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2012-10-16 20:44:02 +02:00 |
Matteo Bruni
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29c336916c
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wined3d: Recognize AMD Radeon HD 5000 series GPUs on recent binary drivers.
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2012-10-16 20:43:56 +02:00 |
Matteo Bruni
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6a9df3e757
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wined3d: Provide a better fallback for D3D10 AMD GPUs.
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2012-10-16 20:43:51 +02:00 |
Matteo Bruni
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4e57dd0cde
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wined3d: Add a D3D10-level fallback for Intel GPU recognition.
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2012-10-16 20:43:41 +02:00 |
Matteo Bruni
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37ff45cca2
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wined3d: Improve a Nvidia GPU recognition fallback.
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2012-10-16 20:43:35 +02:00 |
Matteo Bruni
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fe81c61804
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wined3d: Split GPU vendor and GL vendor handling in GPU recognition.
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2012-10-16 20:43:28 +02:00 |
Henri Verbeet
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59bdd6ae97
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wined3d: Recognise the SM4 "primID" register type.
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2012-10-16 11:36:45 +02:00 |
Henri Verbeet
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347dda068f
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wined3d: Explicitly check the shader type in shader_glsl_mov().
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2012-10-16 11:36:40 +02:00 |
Henri Verbeet
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82a44af259
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wined3d: Explicitly check the shader type in shader_glsl_texldl().
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2012-10-16 11:36:34 +02:00 |
Henri Verbeet
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311a1e0148
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wined3d: Handle SM1 comments in the frontend.
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2012-10-15 13:31:08 +02:00 |
Henri Verbeet
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5626e165ff
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wined3d: Introduce a structure for shader register indices.
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2012-10-15 13:31:07 +02:00 |
Henri Verbeet
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a92d7a12de
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wined3d: Use a common function for parsing SM4 source and destination parameters.
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2012-10-15 13:31:07 +02:00 |
Henri Verbeet
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3baeaa2b88
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wined3d: Recognise SM4 scalar swizzles.
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2012-10-15 13:31:06 +02:00 |
Henri Verbeet
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21361d5237
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wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.
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2012-10-15 13:31:06 +02:00 |
Henri Verbeet
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fc185f9bae
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wined3d: Add support for SM4 relative addressing.
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2012-10-12 13:21:39 +02:00 |
Henri Verbeet
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2324ce6efb
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wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
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2012-10-12 13:21:33 +02:00 |
Henri Verbeet
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ad1a1ee4fe
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wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend.
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2012-10-12 13:21:28 +02:00 |
Henri Verbeet
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b7cd93240d
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wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend.
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2012-10-12 13:21:22 +02:00 |
Henri Verbeet
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d48a0bc427
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wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
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2012-10-12 13:21:17 +02:00 |
Henri Verbeet
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f8e1550ebb
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wined3d: Implement WINED3DSIH_LT in the GLSL shader backend.
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2012-10-11 18:51:04 +02:00 |
Henri Verbeet
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842f75ee75
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wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
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2012-10-11 18:51:00 +02:00 |
Henri Verbeet
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819e5fa623
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wined3d: Implement WINED3DSIH_GE in the GLSL shader backend.
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2012-10-11 18:50:56 +02:00 |
Henri Verbeet
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09f5f59229
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wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
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2012-10-11 18:50:53 +02:00 |
Henri Verbeet
|
4c4b224330
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wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend.
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2012-10-11 18:50:46 +02:00 |
Matteo Bruni
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3d71c2d1ca
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wined3d: Recognize Radeon HD 6970 as reported on some Macs.
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2012-10-10 20:34:12 +02:00 |
Henri Verbeet
|
8f915156b9
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wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
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2012-10-10 10:33:18 +02:00 |
Henri Verbeet
|
e34acc2251
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wined3d: Implement SM4 loops in the GLSL shader backend.
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2012-10-10 10:33:14 +02:00 |
Henri Verbeet
|
6e4ecdf854
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wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend.
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2012-10-10 10:33:09 +02:00 |
Henri Verbeet
|
f9c181bf74
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wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend.
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2012-10-10 10:33:05 +02:00 |
Henri Verbeet
|
2b46c4046a
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wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend.
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2012-10-10 10:32:58 +02:00 |