Commit Graph

817 Commits

Author SHA1 Message Date
Stefan Dösinger e8b9f8134d wined3d: Define a constant for the blit texture size parameter. 2015-04-03 00:33:29 +09:00
Stefan Dösinger ad50f872ae wined3d: Pass a struct arbfp_blit_type to the blit shader generation functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 6cf421399b wined3d: Use bitfields in struct arbfp_blit_type. 2015-04-03 00:33:28 +09:00
Stefan Dösinger da7abd29b4 wined3d: Pass a wined3d_ffp_texture_type enum to blit shader functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 844c4efb47 wined3d: Give tex_type and its values a better name. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Henri Verbeet 002713de6d wined3d: Store shader input signatures as a wined3d_shader_signature structure. 2015-03-23 22:59:08 +09:00
Henri Verbeet 2e5ad1b6e3 wined3d: Store shader output signatures as a wined3d_shader_signature structure.
Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g.  v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
2015-03-23 22:59:07 +09:00
Francois Gouget f505e6fb4a Assorted spelling fixes. 2015-03-19 21:54:14 +09:00
Stefan Dösinger 406cfefc2f wined3d: Initialize WINED3DTA_TEMP. 2015-03-11 22:09:42 +09:00
Henri Verbeet e4cb3b5081 wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
Henri Verbeet 3225fea30c wined3d: Recognize the SM4 ne opcode. 2015-02-11 23:05:13 +09:00
Stefan Dösinger e178b7ec9a wined3d: Don't use TXP for rectangle P8 textures.
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Matteo Bruni 993075cdb3 wined3d: Prefer the core glActiveTexture function. 2015-01-09 11:49:33 +01:00
Henri Verbeet 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
Henri Verbeet f5cef43738 wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
2014-12-03 11:14:21 +01:00
Stefan Dösinger 7b5bf3d4d6 wined3d: Update fragment program constants when switching from arb ffp draws. 2014-11-28 17:05:12 +01:00
Henri Verbeet 8c18ebf66a wined3d: Recognize the SM4 uge opcode. 2014-11-17 19:30:37 +09:00
Michael Stefaniuc 00c25959d1 wined3d: Remove no-op min() with magic number (PVS_Studio). 2014-10-30 12:00:31 +09:00
Matteo Bruni e789fadd56 wined3d: Don't replicate shader limits values for each shader. 2014-10-16 21:23:26 +09:00
Henri Verbeet 710694d9ca wined3d: Track format conversion per-texture. 2014-10-08 13:13:37 +02:00
Henri Verbeet 4f2110b0ce wined3d: Never pass a surface to wined3d_resource_is_offscreen(). 2014-09-19 10:49:27 +02:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet 3a160432f8 wined3d: Pass a texture instead of a surface to upload_palette(). 2014-08-21 12:24:16 +02:00
Henri Verbeet ec87407e7c wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain. 2014-08-20 13:29:52 +02:00
Henri Verbeet 415b803720 wined3d: Use the texture draw binding instead of the surface draw binding. 2014-08-20 13:29:50 +02:00
Henri Verbeet aa7016054a wined3d: Move the "swapchain" field from struct wined3d_surface to struct wined3d_texture. 2014-08-20 13:29:47 +02:00
Henri Verbeet f753ff90be wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().
Introducing rendertarget views will (eventually) allow rendering to 3D
textures and buffers.
2014-08-19 14:49:39 +02:00
Henri Verbeet 5ef8e97414 wined3d: Move the "draw_binding" field from struct wined3d_surface to struct wined3d_resource. 2014-08-04 14:23:52 +02:00
Henri Verbeet 8b8af4bee0 wined3d: Make wined3d_arbfp_blit_rb_functions static. 2014-07-14 19:26:19 +02:00
Stefan Dösinger 9d49b7a9be wined3d: Set palettes on the swapchain. 2014-06-30 22:04:53 +02:00
Stefan Dösinger 3909215773 wined3d: Remove d3dfmt_p8_init_palette. 2014-06-11 16:14:38 +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
Stefan Dösinger bfb5be0f4b wined3d: Remove WINED3D_CT_PALETTED_CK.
There's no difference between WINED3D_CT_PALETTED_CK and
WINED3D_CT_PALETTED with the palette index in the alpha channel.
2014-05-14 13:29:58 +02:00
Henri Verbeet 0eebe0515f wined3d: Fix a couple of string declarations. 2014-05-02 13:45:10 +02:00
Stefan Dösinger f3488d0fea wined3d: Translate shader model 2.0+ EXPP to EX2. 2014-03-27 18:57:50 +01:00
Stefan Dösinger 9ccaacf60d wined3d: Translate LOGP to LG2 in the ARB shader backend. 2014-03-27 18:57:46 +01:00
Stefan Dösinger c2541a5887 wined3d: Handle RCP in shader_hw_scalar_op. 2014-03-27 18:57:40 +01:00
Stefan Dösinger 5114507f19 wined3d: Handle LOG and LOGP in shader_hw_scalar_op. 2014-03-27 18:57:37 +01:00
Stefan Dösinger f20173e51b wined3d: Select the component by editing the swizzle. 2014-03-27 18:57:33 +01:00
Henri Verbeet a05dcd911e wined3d: Handle shader_arb_free_context_data() during context creation. 2014-03-11 19:39:38 +01:00
Martin Storsjo 1275525789 wined3d: Use an rbtree for storing shaders for texture format conversion/blitting. 2014-02-17 20:16:30 +01:00
Martin Storsjo 171529106b wined3d: Add support for NV12 textures. 2014-02-17 20:16:29 +01:00
Martin Storsjo fd21351947 wined3d: Fix the YV12 illustration. 2014-02-12 19:15:30 +01:00
Martin Storsjo 963c26b36f wined3d: Fix clamping in reading rectangular YV12 textures.
The lower bound for chroma components is size.y + 1/2, not
size.y - 1/2.
2014-02-11 19:20:08 +01:00
Stefan Dösinger b81e560531 wined3d: Migrate surfaces to the new location flags. 2014-01-17 18:10:10 +01:00
Stefan Dösinger beb64c9998 wined3d: Separate surface locations and flags. 2014-01-17 18:10:08 +01:00
Jonathan Liu 91c5cf33ad wined3d: Avoid wined3d_ftoa buffer overflow. 2014-01-14 12:31:37 +01:00
Stefan Dösinger bffd536213 wined3d: GL_NV_vertex_program2_option supports relative offsets > 63.
The ARR codepath used if ctx->target_version >= NV2 does not account for
the correction offset, but the indirect addressing reads do, which
ultimately results in incorrect offsets. Since the limitation goes away
as soon as we enable GL_NV_vertex_program_2_option ignoring the offset
is the best thing to do. I don't set shader_data->rel_offset to zero in
the pre-compilation analysis because enablding NV_vertex_program2 is in
theory a decision that is taken later during code generation.
2014-01-09 17:39:55 +01:00