Commit Graph

739 Commits

Author SHA1 Message Date
Matteo Bruni b02a166cc8 wined3d: Introduce a get_fog_start_end() function. 2015-06-05 16:53:16 +09:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +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 953a45303c wined3d: Introduce a get_pointsize() function. 2015-05-29 16:44:18 +09:00
Matteo Bruni 36520c3e9d wined3d: Introduce a get_pointsize_minmax() function. 2015-05-29 16:44:13 +09:00
Matteo Bruni b551da8eef wined3d: Remove point size scaling hack.
Not sure how this was supposed to work, according to the GL spec the
clamping to POINT_SIZE_RANGE happens after the scaling is applied.
2015-05-29 16:44:05 +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 6984ca7f46 wined3d: Don't use the builtin FFP uniforms for texture transformation matrices. 2015-04-27 15:07:06 +09:00
Stefan Dösinger 4fbaab2020 wined3d: Shadow format flags in wined3d_rendertarget_view. 2015-04-23 20:43:20 +09:00
Stefan Dösinger 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +09:00
Henri Verbeet a37099e132 wined3d: Bind sampler objects to the correct texture stage.
On current hardware this generally only makes a difference for vertex
textures. This fixes a regression introduced by commit
c6232e1d11.
2015-04-15 22:21:58 +09:00
Stefan Dösinger 382fa588a9 wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture. 2015-04-15 22:21:57 +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 82db5954c4 wined3d: Set color keys through the command stream. 2015-04-10 21:42:41 +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
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Henri Verbeet 1b08196c5a wined3d: Implement d3d10 style instance data step rates. 2015-03-24 17:41:06 +09:00
Matteo Bruni 74cda79ac3 wined3d: Introduce a get_texture_matrix() function. 2015-03-23 22:59:20 +09:00
Matteo Bruni 2d270f31c6 wined3d: Introduce a get_projection_matrix() function.
Notice that I'm using floats instead of doubles in the new function,
mostly to be able to use struct wined3d_matrix and multiply_matrix().
At a rough estimate the precision should still be good enough.
2015-03-23 22:59:19 +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 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 50861156e2 wined3d: Introduce a get_modelview_matrix() function. 2015-03-19 20:56:45 +09:00
Matteo Bruni 2f804307bd wined3d: Drop a few unnecessary &x[0]. 2015-03-02 13:47:52 +09:00
Matteo Bruni aca8ab91eb wined3d: Use the core version of the INCR_WRAP and DECR_WRAP tokens. 2015-02-25 20:35:28 +09:00
Stefan Dösinger 9b3ab8a6f4 wined3d: Set z = 0.0 via the projection matrix instead of depth clamping.
This works on cards that don't implement ARB_depth_clamp like r500
cards. Note that texturing is influenced by position.w, not position.z.
2015-02-12 22:20:05 +09:00
Matteo Bruni e192939652 wined3d: Use the core version of GL vertex attribute functions where possible. 2015-01-23 12:02:33 +01:00
Matteo Bruni 584892b692 wined3d: Properly initialize the last two components of R16G16_SINT attributes. 2015-01-23 12:02:28 +01:00
Matteo Bruni 270431c220 wined3d: Don't normalize R8G8B8A8_UINT attributes. 2015-01-22 13:37:55 +01:00
Matteo Bruni 8ddb7e32f8 wined3d: Add separate stencil state setup via GL 2.0+ core functions. 2015-01-22 13:37:53 +01:00
Matteo Bruni 915e0ef0cf wined3d: Always use the core version of the glPointParameteri function.
The state function depends on GL 2.0+ so it's unnecessary to
check for NV_POINT_SPRITE.
2015-01-20 16:09:01 +01:00
Henri Verbeet ca06f960ed wined3d: Use the same flags for wined3d_texture_set_color_key() and the "color_key_flags" field it sets.
This fixes a regression introduced by commit a8ab569415.
2015-01-19 14:31:51 +01:00
Henri Verbeet 2e5abc156a wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +01:00
Henri Verbeet c6232e1d11 wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
Henri Verbeet 5231113fc7 wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc(). 2015-01-15 17:24:38 +01:00
Matteo Bruni 7e169d43c5 wined3d: Use the core glColorMaski function. 2015-01-15 11:44:22 +01:00
Matteo Bruni 79a0dece8b wined3d: Use the core version of the gl*Buffer* functions. 2015-01-15 11:44:20 +01:00
Matteo Bruni 3ccb66f472 wined3d: Use the core version of the glBlend* functions. 2015-01-09 11:49:37 +01:00
Matteo Bruni 6eb242a275 wined3d: Handle half-float attributes in load_numbered_arrays().
Fixes a bunch of graphic glitches in WildStar on Nvidia.
2014-08-28 15:30:23 +02:00
Henri Verbeet 07985a8c38 wined3d: Use rendertarget views for depth/stencil buffers instead of surfaces.
I don't think the difference between d3d10 depth/stencil and rendertarget
views is large enough to justify a separate type. Unfortunately that does make
the name "wined3d_rendertarget_view" slightly awkward.
2014-08-22 12:53:11 +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 d079066f5d wined3d: Get rid of the get_drawable_size() callback in struct wined3d_surface. 2014-08-04 14:23:49 +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 0ef760ef82 wined3d: Make vp_ffp_states static. 2014-07-14 19:26:19 +02:00