Francois Gouget
f129e2fbb1
wined3d: Add a trailing '\n' to a generated shader line.
2015-05-04 15:06:47 +09:00
Matteo Bruni
213f7d9f45
wined3d: Implement WINED3D_LIGHT_PARALLELPOINT support in the GLSL ffp.
2015-05-01 15:45:00 +09:00
Matteo Bruni
4388fb41e7
wined3d: Implement legacy light attenuation behavior in the GLSL vertex ffp.
2015-05-01 15:44:49 +09:00
Matteo Bruni
f7e0927622
wined3d: Don't use the same va_list multiple times in shader_vaddline().
2015-04-30 20:07:17 +09:00
Matteo Bruni
ca46914d07
wined3d: Use string_buffer_sprintf() in shader_glsl_generate_ffp_fragment_shader().
2015-04-29 17:02:30 +09:00
Matteo Bruni
12e59c5278
wined3d: Use string_buffer_sprintf() in handle_ps3_input().
2015-04-29 17:02:27 +09:00
Henri Verbeet
da24b51139
wined3d: Don't try to apply format fixups for SM4+ shaders.
2015-04-29 12:24:36 +09:00
Matteo Bruni
28343db208
wined3d: Don't use the builtin FFP uniforms for the lights.
...
While at it, use D3D-like uniforms for the light parameters and
(consequently) implement range and proper D3D spotlights support.
2015-04-28 20:02:23 +09:00
Matteo Bruni
e226e7593a
wined3d: Use struct wined3d_vec4 to store the light position and direction.
2015-04-28 20:02:21 +09:00
Matteo Bruni
540130bfa9
wined3d: Store the directional light direction in the lightDirn field.
...
It's only an implementation detail that the direction needs to be passed
to the fixed function GL pipeline as GL_POSITION.
2015-04-28 20:02:18 +09:00
Matteo Bruni
978fe23218
wined3d: Don't use the builtin FFP uniforms for the material.
2015-04-27 15:07:11 +09:00
Matteo Bruni
6984ca7f46
wined3d: Don't use the builtin FFP uniforms for texture transformation matrices.
2015-04-27 15:07:06 +09:00
Matteo Bruni
84ca0203bf
wined3d: Introduce a scratch string buffers framework.
2015-04-27 15:07:03 +09:00
Matteo Bruni
64463b81df
wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
...
Also rename the shader_buffer_(clear|init|free) functions.
2015-04-27 15:06:55 +09:00
Matteo Bruni
d6db6c7295
wined3d: Fix specular lighting for non-local viewer.
...
The viewer is in the (0.0, 0.0, -1.0) direction in the D3D coordinate
system.
2015-04-24 19:08:01 +09:00
Matteo Bruni
b963c73abb
wined3d: Introduce D3D7+ normal matrix computation.
2015-04-24 19:07:52 +09:00
Henri Verbeet
cfd280fd66
wined3d: Get rid of the tracing code in shader_vaddline().
2015-04-24 14:29:39 +09:00
Francois Gouget
6f6dfe91d6
wined3d: Make glsl_vertex_pipe_view() static.
2015-04-23 20:43:19 +09:00
Henri Verbeet
6e4ad78ff4
wined3d: Slightly simplify get_info_log_line().
2015-04-21 23:44:59 +09:00
Henri Verbeet
de1450788b
wined3d: Completely initialize "correction_params" in shader_glsl_load_constants() (Valgrind).
...
Leaving the last two elements uninitialized is mostly harmless since the
shader doesn't actually use them, but the driver might try to do some kind of
analysis on them.
2015-04-21 22:22:00 +09:00
Henri Verbeet
aad0ab8101
wined3d: Properly handle WINED3DSIH_DP2 in the GLSL shader backend.
2015-04-15 22:21:59 +09:00
Stefan Dösinger
382fa588a9
wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture.
2015-04-15 22:21:57 +09:00
Joachim Priesner
8fff427bc0
wined3d: Load ModelView matrix for glLightfv calls.
...
Analogous to the light() function in state.c, the correct ModelView
matrix has to be loaded when glLightfv is called.
2015-04-13 16:41:48 +09:00
Stefan Dösinger
c5c7137212
wined3d: Simplify alpha test and color keying in GLSL.
2015-04-10 21:44:13 +09:00
Stefan Dösinger
5c7707dc77
wined3d: Move alpha test states to the fragment pipeline.
...
This will allow some color keying cleanups. For Core Contexts we'll have
to emulate alpha testing in shaders anyway.
2015-04-10 21:44:01 +09:00
Stefan Dösinger
5d51c97d07
wined3d: Implement color keying in the glsl fragment pipeline.
2015-04-10 21:43:31 +09:00
Stefan Dösinger
844c4efb47
wined3d: Give tex_type and its values a better name.
2015-04-03 00:33:28 +09:00
Henri Verbeet
94b0e895db
wined3d: Use GLSL 1.30 for SM4 shaders when available.
...
This is required for bitwise operators in particular if no other extension
provides them.
2015-03-31 18:49:28 +09:00
Henri Verbeet
d0d8a7827b
wined3d: Take WINED3D_PIXEL_CENTER_INTEGER into account when calculating vpos.
2015-03-31 18:49:28 +09:00
Matteo Bruni
05757794a0
wined3d: Don't use the builtin FFP uniform for the projection matrix.
2015-03-27 20:40:38 +09:00
Matteo Bruni
7a8ac888de
wined3d: Don't use the builtin FFP uniform for the normal matrix.
2015-03-27 20:40:38 +09:00
Stefan Dösinger
239e8cad7c
wined3d: Add per-context private data for fragment pipelines.
2015-03-24 20:06:15 +09:00
Henri Verbeet
a33d3ad41b
wined3d: Add support for SV_InstanceID.
2015-03-24 17:41:12 +09:00
Henri Verbeet
f9fafb3686
wined3d: Use the "sysval_semantic" field instead of "semantic_name" to recognize SV_POSITION.
2015-03-24 17:41:09 +09:00
Matteo Bruni
65c8c40b18
wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline.
2015-03-23 22:59:18 +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
Henri Verbeet
ba396e4212
wined3d: Simplify the wined3d_matrix structure.
2015-03-20 21:32:46 +09:00
Matteo Bruni
9811d85141
wined3d: Don't use the builtin FFP uniform for the modelview matrix.
2015-03-19 20:56:59 +09:00
Matteo Bruni
425dc69fef
wined3d: Use a separate STATE_TRANSFORM(WINED3D_TS_VIEW) state handler in the GLSL pipeline.
2015-03-19 20:56:56 +09:00
Matteo Bruni
99f3e835ac
wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.
...
It's mostly a copy of vertexdeclaration() from state.c, with a few
differences due to the new function being private to the GLSL backend
(e.g. d3d_info.vs_clipping is known to be TRUE) and the fragment fog
update part being split out.
2015-03-19 20:56:50 +09:00
Matteo Bruni
38e4cb29e7
wined3d: Depend on the vertex shader state instead of the vertex declaration state where appropriate.
2015-03-18 21:02:55 +09:00
Stefan Dösinger
406cfefc2f
wined3d: Initialize WINED3DTA_TEMP.
2015-03-11 22:09:42 +09:00
Henri Verbeet
3fa8f4ece3
wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param().
2015-02-18 23:21:49 +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
Henri Verbeet
8506da62e0
wined3d: Implement WINED3DSIH_SQRT in the GLSL shader backend.
2015-02-11 23:05:08 +09:00
Matteo Bruni
74b4516bfa
wined3d: Only consider POSITION0 PS inputs as vpos.
2015-02-09 22:05:41 +09:00
Matteo Bruni
96b48191c0
wined3d: Only copy POSITION0 output semantics into gl_Position.
2015-02-09 22:05:35 +09:00
Matteo Bruni
d360a51f3c
wined3d: Use the core version of the shader object functions.
2015-01-23 12:02:37 +01:00
Henri Verbeet
2912e2938e
wined3d: Handle the SM4 SV_POSITION pixel shader input semantic in the GLSL shader backend.
...
This is (mostly) equivalent to the vPos register in SM3.
2015-01-19 14:31:38 +01:00
Henri Verbeet
2e5abc156a
wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend.
2015-01-19 14:31:32 +01:00
Henri Verbeet
60d44af34e
wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
2015-01-15 17:24:45 +01:00
Henri Verbeet
c6232e1d11
wined3d: Create GL sampler objects for wined3d sampler objects.
2015-01-15 17:24:43 +01:00
Henri Verbeet
5c3d52468c
wined3d: Take the resource data type into account in shader_glsl_gen_sample_code().
2014-12-03 11:14:27 +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
c9b10beb36
wined3d: Vertex fog uses the absolute eye position z.
2014-11-27 13:27:13 +01:00
Henri Verbeet
8c18ebf66a
wined3d: Recognize the SM4 uge opcode.
2014-11-17 19:30:37 +09:00
Henri Verbeet
8681999eee
wined3d: Explicitly convert the condition to bool shader_glsl_if().
...
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
2014-11-17 19:30:35 +09:00
Matteo Bruni
e789fadd56
wined3d: Don't replicate shader limits values for each shader.
2014-10-16 21:23:26 +09:00
Matteo Bruni
33627f02aa
wined3d: Store bool uniforms location in the GLSL shader structures.
2014-08-28 15:30:26 +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
80bca9bc9c
wined3d: Add constant buffer support to the GLSL shader backend.
2014-08-04 14:23:29 +02:00
Henri Verbeet
fa312a32b2
wined3d: Add format information for WINED3DFMT_R8_UNORM.
2014-06-13 10:11:59 +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
Henri Verbeet
c81d3b7336
wined3d: Recognize the SM4 discard opcode.
2014-05-20 09:44:17 +02:00
Henri Verbeet
0eebe0515f
wined3d: Fix a couple of string declarations.
2014-05-02 13:45:10 +02:00
Henri Verbeet
14e3f71c75
wined3d: Bump ps_1x_max_value.
...
Shader model 4 hardware should generally have real floats for everything, and
FLT_MAX matches the value from the Windows drivers for that kind of hardware.
OpenGL requires at least 2^10 for colors, and 2^32 for other floats.
2014-05-02 13:45:04 +02:00
Henri Verbeet
23eed88fde
wined3d: Implement support for per-stage texture stage constants.
...
This patch is loosely based on an earlier patch by Christian Costa.
2014-04-23 15:00:43 +02:00
Jonathan Liu
91c5cf33ad
wined3d: Avoid wined3d_ftoa buffer overflow.
2014-01-14 12:31:37 +01:00
Henri Verbeet
d412eb568e
wined3d: Introduce a common GLSL handler for scalar instructions.
2014-01-09 15:50:30 +01:00
Henri Verbeet
27dc41d0dc
wined3d: Fix the source swizzle for WINED3DSIH_LOG and WINED3DSIH_LOGP.
2013-12-12 12:08:09 +01:00
Henri Verbeet
c8852c3ee3
wined3d: Fix the source swizzle for WINED3DSIH_EXPP.
2013-12-11 15:15:01 +01:00
Henri Verbeet
6e9acca1f4
wined3d: Fix the source swizzle for WINED3DSIH_EXP.
2013-12-11 15:14:58 +01:00
Henri Verbeet
c228ffbaf0
wined3d: Unify shader binding points.
2013-10-10 10:44:53 +02:00
Henri Verbeet
079b6d4c11
wined3d: Unify the shader state IDs.
2013-10-09 11:11:07 +02:00
Stefan Dösinger
112617f00b
wined3d: Move tex_unit_map and friends into the context.
2013-09-16 13:05:58 +02:00
Stefan Dösinger
d8c43aabf7
wined3d: Move the decoded stream info into the context.
2013-09-12 17:48:14 +02:00
Stefan Dösinger
b4d8b52fa7
wined3d: Pass position_transformed and gl_info to find_ps_compile_args.
2013-09-11 17:09:59 +02:00
Stefan Dösinger
dfeee9077c
wined3d: Pass the swizzle map to find_vs_compile_args.
2013-09-11 17:09:56 +02:00
Henri Verbeet
137590be31
wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().
...
It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.
This fixes a regression introduced by commit 2014141a25
.
2013-09-06 12:00:09 +02:00
Stefan Dösinger
b73464a413
wined3d: Use the ftoa helper function in the ARB shader backend.
...
This is the ARB equivalent to e0494afa00
.
2013-09-05 17:55:48 +02:00
Henri Verbeet
99092c2700
wined3d: Avoid a couple of useless glGetUniformLocationARB() calls.
2013-09-04 11:36:58 +02:00
Henri Verbeet
ff6ce4c669
wined3d: Use clamp() instead of max() for calculating the clamped cosine in the ffp lighting calculations.
...
On typical hardware, the clamp() would be an instruction modifier, while the
max() would need an extra instruction.
2013-09-04 11:36:50 +02:00
Henri Verbeet
0d2d847914
wined3d: Don't clamp texture lookups in the GLSL fixed function fragment pipe.
2013-09-03 16:58:17 +02:00
Henri Verbeet
b85c2a74bb
wined3d: Replace the "stateBlock" wined3d_device field with a wined3d_state structure.
2013-08-27 11:50:53 +02:00
Henri Verbeet
8b8e081d5f
wined3d: Keep track of contained indices in struct constant_heap itself.
2013-08-23 10:41:32 +02:00
Henri Verbeet
74faebd68d
wined3d: Store the current GLSL program per-context.
2013-08-23 10:41:28 +02:00
Henri Verbeet
69e1100c0c
wined3d: Handle NP2 fixup updates in shader_load_constants().
2013-08-21 12:13:56 +02:00
Henri Verbeet
62859daf0b
wined3d: Avoid looking up shaders for shader stages that didn't change.
2013-08-21 12:13:56 +02:00
Henri Verbeet
ad147d638c
wined3d: Just update a range of constants in walk_constant_heap().
...
The call overhead from separate calls typically ends up being more expensive
than just updating a few more constants.
2013-08-16 11:55:24 +02:00
Henri Verbeet
37d1e8b79c
wined3d: Try to avoid redundant constant updates.
...
This gives a minor performance improvement. For example, in 3DMark03 Game Test
1 this gives about a 4% improvement, in the Counter Strike: Source stress test
it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
2013-08-16 11:55:24 +02:00
Henri Verbeet
c1af405054
wined3d: Only set fragment pipe uniforms if they're needed by the shader.
...
In principle the GL driver also checks the location, but it turns out to be
slightly faster to do it ourselves.
2013-08-16 11:55:24 +02:00
Stefan Dösinger
ba61730daa
wined3d: Avoid calculating 1 / (fog_end - fog_start) in the shader.
2013-08-01 20:43:42 +02:00
Matteo Bruni
e2cf98eb76
wined3d: Implement special fog behavior for orthogonal projection matrices.
2013-07-24 11:09:31 -05:00
Matteo Bruni
c9458882a0
wined3d: Fix handling of cnd instruction with coissue flag.
2013-06-26 18:45:37 +02:00
Stefan Dösinger
b648b74191
wined3d: Pass fogstart==fogend to GL in fog table mode.
2013-06-19 20:09:53 +02:00
Henri Verbeet
ffc9f535eb
wined3d: Handle pre-transformed vertices in the GLSL vertex pipe.
...
This also avoids a fallback to drawStridedSlow().
2013-06-14 11:46:31 +02:00
Henri Verbeet
8a7ddfbb53
wined3d: Don't use state_colormat() with the GLSL vertex pipe.
...
None of the code in there should be needed for the GLSL vertex pipe, and the
"untracked materials" counter in particular will trigger an unnecessary
fallback to drawStridedSlow().
2013-06-14 11:46:27 +02:00
Henri Verbeet
e0494afa00
wined3d: Introduce a helper function for printing floats in GLSL shaders.
2013-06-11 11:33:15 +02:00
Henri Verbeet
e8905e360f
wined3d: Don't modify the texcoord mask for "projected" cube textures in shader_glsl_tex().
2013-06-07 11:58:22 +02:00
Henri Verbeet
f52d4044eb
wined3d: Fix a typo in shader_glsl_generate_ffp_fragment_shader().
2013-06-07 11:58:20 +02:00
Henri Verbeet
e4f50de336
wined3d: Get rid of the unused "half" GLSL variable in shader_glsl_ffp_vertex_lighting().
2013-05-31 11:57:40 +02:00
Francois Gouget
49dbf2464f
wined3d: Add a trailing '\n' to a shader_addline() call.
2013-05-30 20:19:33 +02:00
Henri Verbeet
8352d45da5
wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".
...
This is mostly for consistency with wined3d_ffp_vs_fog_mode.
2013-05-30 10:57:15 +02:00
Henri Verbeet
74c5a22daa
wined3d: Only invalidate the current ffp vertex shader if the light type changed.
...
As opposed to any time a light parameter changed.
2013-05-29 12:12:33 +02:00
Henri Verbeet
bdd97858bf
wined3d: Only write gl_ClipVertex if clipping is enabled in shader_glsl_generate_ffp_vertex_shader().
2013-05-29 12:12:32 +02:00
Henri Verbeet
1c2392ddb0
wined3d: Only write gl_PointSize for point primitives in shader_glsl_generate_ffp_vertex_shader().
2013-05-29 12:12:32 +02:00
Henri Verbeet
2014141a25
wined3d: Add support for GLSL based fixed function vertex shaders.
2013-05-29 12:12:32 +02:00
Stefan Dösinger
6fce4d4547
wined3d: Pass the state and private data to shader_select.
2013-05-14 18:37:08 +02:00
Stefan Dösinger
47f385adf0
wined3d: Add a separate function for disabling shaders.
2013-05-14 18:37:04 +02:00
Stefan Dösinger
036a62a245
wined3d: Explicitly pass the state to shader_load_constants.
2013-05-14 18:36:59 +02:00
Stefan Dösinger
f7580726b0
wined3d: Don't pass the device to gen_ffp_frag_op.
2013-04-25 20:25:08 +02:00
Henri Verbeet
471991eb9a
wined3d: Introduce a wined3d_vertex_pipe_ops structure.
2013-04-25 13:39:56 +02:00
Stefan Dösinger
f663683980
wined3d: Remove leftover texture accesses in GLSL shader generation.
2013-04-22 17:56:05 +02:00
Henri Verbeet
c756496326
wined3d: Rename the device "strided_streams" field to "stream_info".
...
The "strided" in there is mostly historic, it hasn't really been accurate for
a while now.
2013-04-22 15:26:11 +02:00
Henri Verbeet
84219f1964
wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsF().
2013-04-17 11:36:17 +02:00
Stefan Dösinger
ea69fa943f
wined3d: Enable GL_ARB_texture_rectangle in GLSL ffp fragment shaders.
2013-04-16 17:49:11 +02:00
Henri Verbeet
1a551fe5f9
wined3d: Immediate constants should always have a valid location in shader_glsl_load_constantsB().
2013-04-16 12:14:03 +02:00
Henri Verbeet
302ad29742
wined3d: Constants in constants_set should always have a valid location in shader_glsl_load_constantsB().
2013-04-16 12:14:01 +02:00
Stefan Dösinger
0680b1758d
wined3d: Store ps 1.4 texture types in ps_compile_args.
2013-04-15 17:45:58 +02:00
Stefan Dösinger
547be26d90
wined3d: Use the np2_fixup to find out if a RECT texture is used.
2013-04-15 17:45:54 +02:00
Stefan Dösinger
667f4225b5
wined3d: Put local constants into the shader code again.
...
This is essentially a revert of cd7825c893
,
with proper precision.
2013-04-09 16:33:25 +02:00
Michael Stefaniuc
50a9fb579c
wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time.
2013-02-06 09:04:41 +01:00
Henri Verbeet
dc21460397
wined3d: Replace "VertexShaderMode" and "PixelShaderMode" with shader model limits.
2013-01-25 11:18:13 +01:00
Henri Verbeet
5ce220eb2f
wined3d: Add sRGB writes to the shader backend and fragment pipe caps.
2013-01-22 12:13:42 +01:00
Henri Verbeet
c525cf381d
wined3d: Move "vs_clipping" to the shader caps.
2013-01-21 12:51:22 +01:00
Henri Verbeet
0e0e3b76f5
wined3d: Move "ffp_proj_control" to the fragment caps.
2013-01-21 12:51:21 +01:00
Henri Verbeet
78984cf46c
wined3d: Get rid of ENTER_GL / LEAVE_GL.
2012-12-11 12:03:39 +01:00
Frédéric Delanoy
a6db668895
wined3d: Add some 'fall through' comments (coverity).
2012-11-30 11:42:24 +01:00
Henri Verbeet
7f62678c16
d3d10core: Implement d3d10_device_DrawIndexedInstanced().
2012-11-27 16:54:57 +01:00
Henri Verbeet
eefe6346a9
wined3d: Properly handle scalar destinations in shader_glsl_conditional_move().
...
In particular, we modify dst.write_mask in the code further down in order to
mask out unused channels, but the writemask is ignored for scalar registers.
Since all that code is redundant anyway for scalar destinations, we can just
reuse the special case for scalar src0.
2012-11-27 16:54:50 +01:00
Henri Verbeet
9a27b0ad71
wined3d: Add support for geometry shaders to the GLSL shader backend.
2012-11-15 12:19:36 +01:00
Henri Verbeet
0a7b32e3f0
wined3d: Handle relative addresses in the common code in shader_glsl_get_register_name().
2012-11-12 12:15:30 +01:00
Henri Verbeet
10d46bc042
wined3d: Add support for GLSL based fixed function fragment shaders.
2012-11-12 12:15:25 +01:00
Henri Verbeet
986f4cb9b1
wined3d: Introduce a separate function for generating the sRGB write GLSL code.
2012-11-09 11:30:25 +01:00
Henri Verbeet
f6d05fbae6
wined3d: Introduce a separate function for generating the fixed function fog GLSL code.
2012-11-09 11:30:22 +01:00
Henri Verbeet
02250bb1bd
wined3d: Introduce a separate function for initializing ps uniform locations.
2012-11-08 15:37:48 +01:00
Henri Verbeet
c9f4cfc96a
wined3d: Introduce a separate function for initializing vs uniform locations.
2012-11-08 15:37:48 +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
wined3d: Introduce a separate structure for the ps specific fields in struct glsl_shader_prog_link.
2012-11-07 11:57:27 +01:00
Henri Verbeet
ffd5e3eb81
wined3d: Introduce a separate structure for the vs specific fields in struct glsl_shader_prog_link.
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
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
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
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
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
Henri Verbeet
347dda068f
wined3d: Explicitly check the shader type in shader_glsl_mov().
2012-10-16 11:36:40 +02:00
Henri Verbeet
82a44af259
wined3d: Explicitly check the shader type in shader_glsl_texldl().
2012-10-16 11:36:34 +02:00
Henri Verbeet
5626e165ff
wined3d: Introduce a structure for shader register indices.
2012-10-15 13:31:07 +02:00
Henri Verbeet
21361d5237
wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.
2012-10-15 13:31:06 +02:00
Henri Verbeet
2324ce6efb
wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
2012-10-12 13:21:33 +02:00
Henri Verbeet
ad1a1ee4fe
wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend.
2012-10-12 13:21:28 +02:00
Henri Verbeet
b7cd93240d
wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend.
2012-10-12 13:21:22 +02:00
Henri Verbeet
d48a0bc427
wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
2012-10-12 13:21:17 +02:00
Henri Verbeet
f8e1550ebb
wined3d: Implement WINED3DSIH_LT in the GLSL shader backend.
2012-10-11 18:51:04 +02:00
Henri Verbeet
842f75ee75
wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
2012-10-11 18:51:00 +02:00
Henri Verbeet
819e5fa623
wined3d: Implement WINED3DSIH_GE in the GLSL shader backend.
2012-10-11 18:50:56 +02:00
Henri Verbeet
09f5f59229
wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
2012-10-11 18:50:53 +02:00
Henri Verbeet
4c4b224330
wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend.
2012-10-11 18:50:46 +02:00
Henri Verbeet
8f915156b9
wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
2012-10-10 10:33:18 +02:00
Henri Verbeet
e34acc2251
wined3d: Implement SM4 loops in the GLSL shader backend.
2012-10-10 10:33:14 +02:00
Henri Verbeet
6e4ecdf854
wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend.
2012-10-10 10:33:09 +02:00
Henri Verbeet
f9c181bf74
wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend.
2012-10-10 10:33:05 +02:00
Henri Verbeet
2b46c4046a
wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend.
2012-10-10 10:32:58 +02:00
Henri Verbeet
0931522795
wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
2012-10-08 11:28:41 +02:00
Henri Verbeet
4d39cb56fc
wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend.
2012-10-03 11:19:42 +02:00
Henri Verbeet
6d948e1a8c
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
2012-10-01 23:08:00 +02:00
Henri Verbeet
e13a589bfc
wined3d: Set more accurate limits for SM4 shaders.
2012-09-28 11:26:44 +02:00
Henri Verbeet
aa9daa285e
wined3d: Unify GLSL input / output variable naming.
2012-09-28 11:26:40 +02:00
Henri Verbeet
49f9d39493
wined3d: Introduce a separate function to retrieve the GLSL variable prefix.
2012-09-27 13:10:54 +02:00
Henri Verbeet
1ff07a7d68
wined3d: Take the data type of registers into account in the GLSL shader backend.
2012-09-25 11:19:15 +02:00
Henri Verbeet
eb4d20ef31
wined3d: Take the data type of immediates into account in shader_glsl_get_register_name().
2012-09-24 09:58:09 +02:00
Henri Verbeet
f298b96972
wined3d: Simplify shader_glsl_destroy() control flow a bit.
2012-09-21 10:53:13 +02:00
Henri Verbeet
00cdf1aaf1
wined3d: Merge the glsl_vshader_private and glsl_pshader_private structures.
2012-09-19 23:55:01 +02:00
Henri Verbeet
fb989f1d1e
wined3d: Implement version checks for geometry shaders.
2012-09-19 13:04:56 +02:00
Henri Verbeet
0932129993
wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend.
2012-09-18 10:18:57 +02:00
Henri Verbeet
c982e5f64b
wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend.
2012-09-17 12:28:50 +02:00
Henri Verbeet
a67ee02a48
wined3d: Recognize the SM4 dcl_outputTopology opcode.
2012-09-17 12:28:40 +02:00
Henri Verbeet
0fbb98424c
wined3d: Recognize the SM4 dcl_inputPrimitive opcode.
2012-09-17 12:28:36 +02:00
Henri Verbeet
d574d639a4
wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode.
2012-09-17 12:28:28 +02:00
Henri Verbeet
a7bad0bde5
wined3d: Just handle all instructions in the shader backend.
2012-09-14 15:43:28 +02:00
Matteo Bruni
d37f8ea866
wined3d: Use BOOL instead of char in shader_load_constants().
2012-08-21 11:45:55 +02:00
Henri Verbeet
c11c2e2dbb
wined3d: Get rid of the d3d_caps debug channel.
2012-06-22 16:14:26 +02:00
Francois Gouget
19ba80e7c2
wined3d: We must include Wine's port.h before using NAN.
2012-06-01 17:41:52 +02:00
Matteo Bruni
2d810bdc89
wined3d: Clamp fog coordinate in the vertex shader.
2012-03-09 17:25:57 +01:00