Commit Graph

829 Commits

Author SHA1 Message Date
Stefan Dösinger dc7cb59c3a wined3d: Keep track of renderbuffer capabilities. 2015-06-08 18:51:30 +09:00
Matteo Bruni 614e52e897 wined3d: Don't use the builtin FFP uniforms for fog parameters. 2015-06-05 16:53:20 +09:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
Matteo Bruni c186939f32 wined3d: Clamp per-vertex point size in vertex shaders. 2015-06-03 19:52:22 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Matteo Bruni 90af08c3b1 wined3d: Avoid the builtin uniforms for point size when using the fixed function vertex pipeline. 2015-05-29 16:44:24 +09:00
Matteo Bruni 409cda0ac2 wined3d: Dirtify vertex shader on transformed <-> untransformed transitions. 2015-05-20 17:29:05 +09:00
Matteo Bruni 2bab1f7250 wined3d: Check all the ffp_material fields.
The application can override each material parameter with one of the two
FFP vertex color attributes. The 'ambient' struct field in the GLSL shader
can thus happen to be unused and the GL driver may optimize it away.
2015-05-05 18:51:00 +09:00
Matteo Bruni 0c05f9f8fd wined3d: Rename *emission* as *emissive*.
Emission is the OpenGL name, emissive the D3D one. Prefer the latter.
2015-05-05 18:50:56 +09:00
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