Stefan Dösinger
8dcd51286d
WineD3D: Put vertex shader duplication infrastructure in place.
2009-02-11 12:21:25 +01:00
Michael Stefaniuc
cc6b283d3a
wined3d: Remove some unused defines.
2009-02-03 12:40:12 +01:00
Henri Verbeet
6791e6b752
wined3d: Simplify handling of swizzled attributes.
...
This should also be a little bit faster.
2009-01-08 13:21:43 +01:00
Henri Verbeet
6f5af4047f
wined3d: Get rid of the glname field in struct SHADER_OPCODE.
...
It's only used for shader_hw_map2gl() and vshader_hw_rsq_rcp(), and we
can handle those the same way we handle the GLSL equivalents.
2008-12-30 11:36:35 +01:00
Henri Verbeet
f3743fb402
wined3d: Shaders will never have a NULL function.
2008-12-16 12:52:04 +01:00
Henri Verbeet
8553665cb1
wined3d: Move the shader version to reg_maps.
2008-12-15 14:00:26 +01:00
Henri Verbeet
fb475c7c29
wined3d: Don't reparse the entire shader just to update the sampler types.
2008-12-12 11:40:20 +01:00
Henri Verbeet
441f515d08
wined3d: Don't trace the shader if nobody's looking.
2008-12-11 12:14:55 +01:00
Henri Verbeet
8124f5e14a
wined3d: shader_trace_init() shouldn't have side effects.
...
This moves setting baseShader.hex_version and baseShader.functionLength to
shader_get_registers_used(), where it's more appropriate.
2008-12-11 12:14:50 +01:00
Henri Verbeet
9541c346b3
wined3d: Remove some more unused code.
2008-12-11 12:14:40 +01:00
Henri Verbeet
50a87e23e7
wined3d: Fix the IWineD3DVertexShader and IWineD3DPixelShader IUnknown methods.
...
IWineD3DVertexShader isn't supposed to implement IWineD3DPixelShader.
2008-12-09 11:27:32 +01:00
Henri Verbeet
4997bee1bf
wined3d: Add functions to initialize and free shader buffers.
2008-12-09 11:27:13 +01:00
Henri Verbeet
f1f62fb5ce
wined3d: Remove some unused code.
2008-12-09 11:26:49 +01:00
Henri Verbeet
5532c990b6
wined3d: Const correctness fixes.
2008-12-02 14:04:15 +01:00
Stefan Dösinger
ff767f4984
wined3d: Make the shader backend call CompileShader.
...
A number of considerations contribute to this:
1) The shader backend knows best which shader(s) it needs. GLSL needs
both, arb only one
2) The shader backend may pass some parameters to the compilation
code(e.g. which pixel format fixup to use)
3) The structures used in (2) are different in vs and ps, so a
baseshader::Compile won't work
4) The structures in (2) are wined3d-private structures, so
having a public method in the vtable won't work(its a bad idea
anyway).
2008-11-25 13:06:23 +01:00
Alexandre Julliard
6cfef95ce7
wined3d: Convert source files to utf-8.
2008-10-18 19:21:20 +02:00
Henri Verbeet
2e76954097
wined3d: Move part of the shader instruction table to the backend.
2008-09-24 12:53:05 +02:00
Henri Verbeet
e2bc8dfe3b
wined3d: Use shader_glsl_log() in some more places.
2008-09-23 12:25:32 +02:00
Henri Verbeet
ca28930113
wined3d: Merge pshader_hw_map2gl() and vshader_hw_map2gl().
...
This isn't the prettiest way to merge those functions, but it's a start.
2008-09-23 12:25:27 +02:00
Stefan Dösinger
a580325a47
wined3d: Remove some more junk code.
2008-08-28 11:24:49 +02:00
Stefan Dösinger
b1d8af7926
wined3d: Update copyright lines.
2008-04-02 20:22:42 +02:00
Stefan Dösinger
a66fb40d83
wined3d: Move shader generation into the shader backend.
...
Generating the shader ID and parts of the shader prolog and epilog was
done by the common vertexshader.c / pixelshader.c, which is ugly.
This patch doesn't get rid of all the uglyness, somewhen we'll still
have to sort out the relationship of [arb|glsl]_generate_shader and
[arb|glsl]_generate_declarations.
2008-03-25 19:35:58 +01:00
James Hawkins
c2a627c6e8
janitorial: Remove links to any microsoft site.
2008-03-01 12:17:07 +01:00
Austin English
3471f841a1
wined3d: Spelling fixes.
2008-01-18 12:53:33 +01:00
Stefan Dösinger
ea093f4a38
wined3d: Multiply the half pixel correction with .w.
2007-12-28 11:28:59 +01:00
Stefan Dösinger
2eab3d5c11
wined3d: Ignore tesselated and unused streams when comparing attribs.
2007-12-18 13:23:16 +01:00
Stefan Dösinger
54fa712981
wined3d: Initialize output texcoord .w to 1.0 if needed.
...
The GL_ARB_vertex_program extension does not define a standard value for
output texture coordinates. This makes problems when using vertex
shaders with fixed function fragment processing because fffp divides the
texture coords by its .w component. This means that gl shaders have to
write to the .w component of texture coords. Direct3D shaders however
do not.
2007-12-07 14:54:22 +01:00
Stefan Dösinger
1cc7530332
wined3d: Ignore unused attributes when generating the swizzle array.
2007-12-06 13:48:59 +01:00
Stefan Dösinger
218de935d1
wined3d: Fix a sign mistake in the code creating the sorted attrib.
2007-11-28 13:40:29 +01:00
Stefan Dösinger
959212304d
wined3d: Track vertex declaration changes on vertex shaders.
...
If an attribute has type D3DDECLTYPE_D3DCOLOR, the red and blue channels
are swizzled in the shader. Since the attribute is stored in the vertex
declaration and not the vertex shader, it can change by setting a new
vertex declaration. If this happens, we have to recompile the shader
with the swizzling of that specific attribute turned on or off.
2007-11-21 12:18:02 +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
af4edef5e1
wined3d: Move destroying the glsl vshader into a separate function.
2007-11-21 12:06:15 +01:00
Stefan Dösinger
bd97580683
wined3d: Move IUnknown functions to IWineD3DBaseShader.
2007-11-20 12:53:07 +01:00
Stefan Dösinger
683c258ff4
wined3d: Remove a hack that slipped in.
2007-11-16 13:23:09 +01:00
Stefan Dösinger
edb78187a9
wined3d: Hardcode local constants into the shader if possible.
2007-11-14 11:51:26 +01:00
Francois Gouget
41643327ee
wined3d: Add trailing '\n's to two shader_addline() calls.
2007-11-13 13:35:55 +01:00
Stefan Dösinger
c7c785861a
wined3d: Replace the position fixup mul-add-add with a MAD.
2007-11-08 12:03:39 +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
3febe738ab
wined3d: Handle ps 3.0 varyings in a different way.
2007-11-06 13:34:57 +01:00
Stefan Dösinger
822030e329
wined3d: Enable the mNxN implementation for pixel shaders.
2007-10-01 13:00:19 +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
09fa208d7a
wined3d: Add crs and pow instruction support.
2007-09-27 11:57:12 +02:00
Stefan Dösinger
a305af0b30
wined3d: Fix the z range.
2007-09-11 13:47:36 +02:00
Stefan Dösinger
36aef3dc54
wined3d: Hold an internal reference on pixel and vertex shaders.
2007-08-28 11:55:53 +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
H. Verbeet
1d4042cee1
wined3d: Implement texldl.
2007-06-28 11:01:15 +02:00
Stefan Dösinger
97b1d0692c
wined3d: Skip the start offset to the source array in IWIneD3DVertexShaderImpl_SetLocalConstantsF.
2007-06-25 20:03:34 +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
7a9bb1db28
wined3d: Pass NULL for the stateBlock parameter to shader_get_registers_used() in IWineD3DVertexShaderImpl_SetFunction.
2007-06-08 11:57:33 +02:00