Stefan Dösinger
298bd3c50d
wined3d: Store the bumpmap ARB constants in ARB structures.
2009-06-10 11:51:49 +02:00
Henri Verbeet
61fd875bb4
wined3d: Store compression information about compressed formats.
2009-06-10 11:51:04 +02:00
Henri Verbeet
fb7531599f
wined3d: Only use stretch_rect_fbo() on surfaces that are FBO attachable.
2009-06-05 15:19:35 +02:00
Henri Verbeet
ad6279de9f
wined3d: Replace the wined3d hash table with the generic red-black tree.
2009-06-03 11:40:14 +02:00
Henri Verbeet
97f320a77b
wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.
2009-06-03 11:39:16 +02:00
Henri Verbeet
b0ba731bd5
wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization.
2009-06-03 11:39:04 +02:00
Henri Verbeet
5171a65d81
wined3d: Introduce texture_init() to handle most of the 2D texture initialization.
2009-06-03 11:38:50 +02:00
Henri Verbeet
451a416fcf
wined3d: Call resource_init() from basetexture_init().
2009-06-02 11:57:22 +02:00
Stefan Dösinger
de12f880ce
wined3d: Don't enable the NV frag extensions if we don't need them.
...
Enabling the NV extensions occupies a temp register for some reason. Avoid
needlessly enabling it.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
d8e219be75
wined3d: Avoid the TMP_COLOR mov in some cases.
...
Many 2.0 and 3.0 shaders end with a "mov oC0, rx". If sRGB writing is enabled,
the ARB backend writes to a TMP_COLOR temporary, and at the end of the shader
writes the sRGB corrected color to result.color. If oC0 is not partially
rewritten after the mov, we can ignore the mov, not declare TMP_COLOR at all,
and just use the rx register as input for the sRGB correction code. This saves
a temporary and an instruction.
2009-05-29 11:27:44 +02:00
Henri Verbeet
5654544725
wined3d: Add device resources from resource_init().
...
This is consistent with removing them from resource_cleanup().
2009-05-29 11:26:44 +02:00
Henri Verbeet
5e0f541621
wined3d: Remove ResourceReleased() from the public device interface.
2009-05-29 11:26:38 +02:00
Stefan Dösinger
e70c80add9
wined3d: Emulate if(bool) in ARB shaders.
2009-05-28 12:46:01 +02:00
Stefan Dösinger
e492dd858e
wined3d: Add a function around the handler table.
...
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
Stefan Dösinger
aad92c0780
wined3d: Manage vs_compile_args in the backends.
2009-05-28 12:45:32 +02:00
Stefan Dösinger
814dd42f25
wined3d: Manage ps_compiled_shader in the backends.
2009-05-28 12:45:21 +02:00
Stefan Dösinger
8763f6eac5
wined3d: Make find_gl_vshader backend specific.
2009-05-28 12:45:10 +02:00
Stefan Dösinger
d0d681c81e
wined3d: Make find_gl_pshader backend private.
2009-05-28 12:44:43 +02:00
Stefan Dösinger
5865d9c01b
wined3d: Store the compile args in the compile context, not the shader.
2009-05-28 12:44:22 +02:00
Stefan Dösinger
0629585c24
wined3d: Work around an ARBFP vs GLSL bug in Mac OS.
2009-05-27 11:57:54 +02:00
Henri Verbeet
2ee0d47a49
wined3d: Use strings for shader input/output semantics.
2009-05-27 11:12:12 +02:00
Henri Verbeet
19cb4594e3
wined3d: Use a separate structure for vertex shader attributes.
...
In D3D10 shaders input/output semantics are strings rather than predefined
types. Unfortunately, the code in vshader_get_input() can be performance
critical, depending on application behaviour. Since vshader_get_input() is
only relevant for d3d9 shaders anyway, just store the usage and usage_idx for
these shaders.
2009-05-27 11:12:07 +02:00
Henri Verbeet
e6efb797c3
wined3d: Make "packed_output" a bitmap.
2009-05-27 11:11:57 +02:00
Henri Verbeet
10fadadc54
wined3d: Use the "input_registers" bitmap for vertex shader attributes as well.
2009-05-27 11:11:53 +02:00
Henri Verbeet
664b17b9ee
wined3d: Make "packed_input" a bitmap.
2009-05-27 11:11:48 +02:00
Stefan Dösinger
7b1d48721d
wined3d: Emulate the 4 component address register in ARB.
2009-05-20 10:55:17 +02:00
Stefan Dösinger
c7ca3793cc
wined3d: Implement mova rounding in arb.
2009-05-20 10:55:03 +02:00
Stefan Dösinger
2cb8f42168
wined3d: Support clipplanes with GLSL.
...
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Henri Verbeet
5d63179404
wined3d: Remove some unused defines.
2009-05-15 10:25:48 +02:00
Francois Gouget
514c5f2648
wined3d: Make surface_force_reload() static.
2009-05-13 12:45:36 +02:00
Rico Schüller
2ef751883d
wined3d: Add UnregisterClass() on DLL_PROCESS_DETACH.
2009-05-12 12:33:57 +02:00
Henri Verbeet
0d446053da
wined3d: Don't create more than WINED3D_MAX_FBO_ENTRIES FBO entries.
...
This essentially turns the FBO entry list into an LRU cache.
2009-05-12 11:18:15 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00
Stefan Dösinger
2fd485ae31
winedd: Move shader_*_add_instruction_modifiers into the shader backend.
2009-05-08 12:20:18 +02:00
Stefan Dösinger
f9276a6429
wined3d: Keep track of used float constants.
2009-05-08 12:15:15 +02:00
Henri Verbeet
69cbb57bfd
wined3d: Add support for immediate constants to the GLSL backend.
2009-05-08 12:13:49 +02:00
Henri Verbeet
96005c0fca
wined3d: Pass a struct wined3d_shader_register to shader_is_scalar().
2009-05-08 12:13:46 +02:00
Henri Verbeet
5e473cb17f
wined3d: Group register information into struct wined3d_shader_register.
2009-05-08 12:13:17 +02:00
Henri Verbeet
65622a052c
wined3d: Create a struct wined3d_shader_version to store version information.
...
The version tokens in SM1-3 and SM4 are similar, but not the same.
2009-05-07 14:44:21 +02:00
Henri Verbeet
5c63d93e18
wined3d: Store the shader version in the frontend's private data.
2009-05-07 14:44:21 +02:00
Henri Verbeet
9381a41681
wined3d: Add an initial shader_sm4_read_src_param() implementation.
2009-05-06 12:21:05 +02:00
Henri Verbeet
699eae0cf7
wined3d: Shift the writemask in the frontend.
2009-05-06 12:20:57 +02:00
Stefan Dösinger
f5e24f7a85
wined3d: Implement texldd.
...
GL_ARB_shader_texture is supported on dx9 ATI cards(and probably dx10
ones too). For Nvidia cards I included a fallback to normal texld.
GL_EXT_gpu_shader4 supports similar texture*Grad GLSL functions, just
with an EXT prefix instead of ARB. For dx9 NV cards we'd have to use
GL_NV_fragment_program2, which supports a texldd equivalent on those
cards.
2009-05-05 14:12:52 +02:00
Henri Verbeet
454dd2ed07
wined3d: Implement shader_sm4_is_end().
2009-05-05 11:34:39 +02:00
Henri Verbeet
2a5a6a3439
wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend.
2009-05-05 11:34:28 +02:00
Henri Verbeet
868f5bfc7c
wined3d: Handle reading the shader header in the frontend.
...
In SM 1-3 this is just the version, in SM4 this also includes the token count.
2009-05-05 11:34:15 +02:00
Henri Verbeet
ef074cdde1
wined3d: Introduce a stubbed SM4 shader frontend.
2009-05-05 11:34:07 +02:00
Henri Verbeet
dddd1f0211
wined3d: Select the frontend based on the version token.
2009-05-04 12:53:16 +02:00
Henri Verbeet
5f96c0083a
wined3d: Add a frontend function to determine if there are any tokens left.
2009-05-04 12:53:12 +02:00
Henri Verbeet
2378108eb9
wined3d: Create a frontend for parsing shaders.
2009-05-04 12:53:08 +02:00