Henri Verbeet
|
8f915156b9
|
wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
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2012-10-10 10:33:18 +02:00 |
Henri Verbeet
|
e34acc2251
|
wined3d: Implement SM4 loops in the GLSL shader backend.
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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
|
07203fa465
|
wined3d: Remove unused wined3d_shader_limits fields.
|
2012-10-09 09:59:58 +02:00 |
Henri Verbeet
|
eedbdded23
|
wined3d: Fix the SM3 int and bool vs constant limits.
Reported by Eduard Munteanu.
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2012-10-09 09:59:54 +02:00 |
Henri Verbeet
|
9d127a4d36
|
wined3d: wined3d_surface_set_palette() never fails.
|
2012-10-09 09:59:38 +02:00 |
Henri Verbeet
|
0931522795
|
wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
|
2012-10-08 11:28:41 +02:00 |
Henri Verbeet
|
8e24dbb60a
|
wined3d: wined3d_stateblock_apply() never fails.
|
2012-10-08 11:28:37 +02:00 |
Henri Verbeet
|
b69545c7da
|
wined3d: wined3d_stateblock_capture() never fails.
|
2012-10-08 11:28:32 +02:00 |
Henri Verbeet
|
adddf10cd8
|
wined3d: wined3d_swapchain_get_desc() never fails.
|
2012-10-04 14:09:55 +02:00 |
Henri Verbeet
|
5fcc1f8f70
|
wined3d: Just return the surface from wined3d_swapchain_get_back_buffer().
|
2012-10-04 14:09:50 +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
|
e55416a113
|
wined3d: wined3d_swapchain_set_window() never fails.
|
2012-10-03 11:19:41 +02:00 |
Henri Verbeet
|
50c61959eb
|
wined3d: Just return the surface from wined3d_device_get_surface_from_dc().
|
2012-10-03 11:19:41 +02:00 |
Henri Verbeet
|
6d948e1a8c
|
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
|
2012-10-01 23:08:00 +02:00 |
Henri Verbeet
|
2ad5808996
|
wined3d: wined3d_device_get_creation_parameters() never fails.
|
2012-10-01 23:07:55 +02:00 |
Henri Verbeet
|
6e5cf8c698
|
wined3d: wined3d_device_set_depth_stencil() never fails.
|
2012-10-01 23:07:51 +02:00 |
Oleg Bosis
|
81525453f1
|
wined3d: Add correct detection of GeForce GT 650M video card.
|
2012-10-01 12:21:06 +02:00 |
Marcus Meissner
|
8ec6ebe4fb
|
wined3d: Move texture reference decrement to end of usage (Coverity).
|
2012-10-01 12:20:40 +02:00 |
Henri Verbeet
|
95b4207c7f
|
wined3d: Just return the surface from wined3d_device_get_depth_stencil().
|
2012-10-01 12:11:02 +02:00 |
Henri Verbeet
|
972217fd6a
|
wined3d: Just return the surface from wined3d_device_get_render_target().
|
2012-10-01 12:10:55 +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
|
c0f52fbf1c
|
wined3d: wined3d_device_set_software_vertex_processing() never fails.
|
2012-09-27 13:10:48 +02:00 |
Henri Verbeet
|
f9d494294a
|
wined3d: Just return the texture from wined3d_device_get_texture().
|
2012-09-27 13:10:43 +02:00 |
Henri Verbeet
|
8168e18443
|
wined3d: Add some basic SM4 bytecode dumping code.
|
2012-09-26 14:40:37 +02:00 |
Henri Verbeet
|
c0a83b1d96
|
wined3d: wined3d_device_get_texture_stage_state() never fails.
|
2012-09-26 14:40:35 +02:00 |
Henri Verbeet
|
26c0714009
|
wined3d: wined3d_device_set_texture_stage_state() never fails.
|
2012-09-26 14:40:33 +02:00 |
Ričardas Barkauskas
|
06a8cbcc35
|
wined3d: Don't leave leftover textures when destroying and creating dxgi swapchains.
|
2012-09-25 11:20:05 +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
|
6e4c40689c
|
wined3d: Just return the shader from wined3d_device_get_pixel_shader().
|
2012-09-25 11:19:11 +02:00 |
Henri Verbeet
|
fc711d4955
|
wined3d: wined3d_device_set_pixel_shader() never fails.
|
2012-09-25 11:19:07 +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
|
6909b5143b
|
wined3d: Just return the shader from wined3d_device_get_vertex_shader().
|
2012-09-24 09:58:06 +02:00 |
Henri Verbeet
|
b97ec7ae0c
|
wined3d: wined3d_device_set_vertex_shader() never fails.
|
2012-09-24 09:58:03 +02:00 |
Henri Verbeet
|
f298b96972
|
wined3d: Simplify shader_glsl_destroy() control flow a bit.
|
2012-09-21 10:53:13 +02:00 |
Henri Verbeet
|
2f03ad1a40
|
wined3d: Just return the declaration from wined3d_device_get_vertex_declaration().
|
2012-09-21 10:53:10 +02:00 |
Henri Verbeet
|
01918d05ed
|
wined3d: wined3d_device_set_vertex_declaration() never fails.
|
2012-09-21 10:53:06 +02:00 |
Francois Gouget
|
ea61d59651
|
wined3d: Remove an unwanted trailing '\n' in shader_dump_register().
|
2012-09-19 23:56:05 +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
|
de1ae1eb8a
|
wined3d: wined3d_device_get_scissor_rect() never fails.
|
2012-09-19 23:54:59 +02:00 |
Henri Verbeet
|
2de9fc640b
|
wined3d: wined3d_device_set_scissor_rect() never fails.
|
2012-09-19 23:54:56 +02:00 |
Henri Verbeet
|
fb989f1d1e
|
wined3d: Implement version checks for geometry shaders.
|
2012-09-19 13:04:56 +02:00 |
Henri Verbeet
|
62670c7ba5
|
wined3d: wined3d_device_get_sampler_state() never fails.
|
2012-09-19 13:04:52 +02:00 |
Henri Verbeet
|
0d96be2c20
|
wined3d: wined3d_device_set_sampler_state() never fails.
|
2012-09-19 13:04:48 +02:00 |
Bruno Jesus
|
10cdc26542
|
wined3d: Recognize GeForce 9300 properly.
|
2012-09-18 10:19:57 +02:00 |
Henri Verbeet
|
0932129993
|
wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend.
|
2012-09-18 10:18:57 +02:00 |