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
94cf618658
wined3d: Improve shader_sm4_read_opcode() to handle some simple opcodes.
2009-05-07 14:44:21 +02:00
Stefan Dösinger
4c29105cb2
wined3d: Pack hardcoded local constants in ARB.
...
This makes the location of used program.local parameters more
predictable and eases sharing this space with other private constants.
2009-05-06 13:12:45 +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
7f9cde5a31
wined3d: Add an initial shader_sm4_read_dst_param() implementation.
2009-05-06 12:21:02 +02:00
Henri Verbeet
699eae0cf7
wined3d: Shift the writemask in the frontend.
2009-05-06 12:20:57 +02:00
Henri Verbeet
2576bf3ddd
wined3d: Fix some more indentation.
2009-05-06 12:20:50 +02:00
Henri Verbeet
46b4c15a31
wined3d: Remove some redundant code.
2009-05-06 12:20:39 +02:00
Stefan Dösinger
df5d82dd5b
wined3d: Pack ARB srgb constants better.
...
There's no need to waste constants for repeatedly loading the same value.
2009-05-05 14:13:20 +02:00
Stefan Dösinger
d2e12a19ca
wined3d: Make use of GL_ARB_half_float_vertex.
...
This extension is a subset of GL_NV_half_float that defines support
for the stream format(same constant), but doesn't define texture
formats or immediate mode entrypoints.
2009-05-05 14:13:02 +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
15a2a5eea6
wined3d: Add a minimal implementation of shader_sm4_read_opcode().
2009-05-05 11:34:21 +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
Henri Verbeet
5a7afd9b2a
wined3d: Move SM 1-3 parsing functions to their own file.
2009-05-04 12:53:04 +02:00
Henri Verbeet
6eb43e35c9
wined3d: Get rid of the remaining WINED3DSP_REGNUM_MASK usage.
2009-05-04 12:52:59 +02:00
Henri Verbeet
5e072395b4
wined3d: Avoid using WINED3DSP_REGNUM_MASK in the def/defi/defb handlers.
2009-05-01 13:12:08 +02:00
Henri Verbeet
a605fcd2fd
wined3d: Introduce shader_sm1_read_comment() to read shader comments.
2009-05-01 13:12:04 +02:00
Henri Verbeet
7420a96736
wined3d: Merge wined3d_private_types.h into wined3d_private.h.
2009-05-01 13:11:57 +02:00
Henri Verbeet
59705b9c20
wined3d: Use the shader_sm1_read_*() functions in shader_trace_init().
2009-05-01 13:11:42 +02:00
Henri Verbeet
752d80400d
wined3d: Merge shader_dump_arr_entry() into shader_dump_register().
2009-05-01 13:11:37 +02:00
Henri Verbeet
53169b98d2
wined3d: Define GL_FENCE_APPLE to the correct value.
2009-04-30 12:48:03 +02:00
Henri Verbeet
bf4f7bf34a
wined3d: Split shader_dump_param() in shader_dump_src_param() and shader_dump_dst_param().
2009-04-30 12:47:59 +02:00
Henri Verbeet
54a3054e5a
wined3d: Pass a struct wined3d_shader_semantic to shader_dump_decl_usage().
2009-04-30 12:47:56 +02:00
Henri Verbeet
032b8d4c02
wined3d: Explicitly pass register type, index, etc. to shader_dump_param().
2009-04-30 12:47:52 +02:00
Henri Verbeet
18df05eb34
wined3d: Explicitly pass the register type and index to shader_get_float_offset().
2009-04-30 12:47:44 +02:00
Stefan Dösinger
10ad2e8e03
wined3d: Hardcode local loop control ints into the code in reps.
...
This helps the compiler to unroll the loop and dodges a crash on OSX. It is
similar to what we do in "loop aL, iX" already.
2009-04-29 13:35:54 +02:00
Henri Verbeet
88b6d5eb0b
wined3d: Relative addressing tokens are always source parameters.
...
So the "is_src" argument to shader_dump_arr_entry() is redundant (and wrong).
2009-04-29 13:08:29 +02:00
Henri Verbeet
52644ab053
wined3d: The "input" parameter to shader_dump_param() should be a BOOL.
...
It's used to determine if the token is a source or destination parameter. A
subsequent patch will split shader_dump_param() in two different functions.
2009-04-29 13:08:22 +02:00
Henri Verbeet
42a8041cb8
wined3d: Handle the sampler type shift in the frontend.
2009-04-29 13:08:14 +02:00
Henri Verbeet
65321dd1ce
wined3d: Introduce shader_sm1_read_semantic().
2009-04-29 13:08:08 +02:00
Henri Verbeet
8d4c90496f
wined3d: Store the sampler type in struct shader_reg_maps.
...
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Stefan Dösinger
25a59fe71b
wined3d: Set the max mipmap level in the pbo test.
...
fglrx refuses to use PBOs on not mipmap complete textures. The texture code
already takes care of this, do the same in the test.
2009-04-28 13:10:03 +02:00
Stefan Dösinger
8513f64a01
wined3d: Emulate R16G16F and R32G32F if GL_ARB_texture_rg is not supported.
...
Nvidia doesn't offer it on geforce 7 and earlier cards, but some games need
it. This is surprising because the extension was made specifically for
compatibility purposes for older cards.
2009-04-28 13:10:03 +02:00
Stefan Dösinger
1fbc6e560d
wined3d: Fix an issue in buffer_get_sysmem.
...
Checking for the doublebuffer flag can cause confusion if no VBO has
been allocated for the buffer. Checking for allocatedMemory is the
more direct approach.
2009-04-28 13:10:03 +02:00
Stefan Dösinger
926fe798c5
wined3d: Activate a thread before mapping a buffer.
...
This fixes a regression in EverQuest 2.
2009-04-28 13:10:02 +02:00
Stefan Dösinger
3dc55010ea
wined3d: Fix a few more direct buffer accesses.
2009-04-28 13:10:02 +02:00
Henri Verbeet
d32d308798
wined3d: Remove some redundant defines.
2009-04-28 13:10:02 +02:00
Henri Verbeet
b8b12d2dc2
wined3d: Mask set bool/int constants with bool/int constants read.
2009-04-28 13:10:02 +02:00
Henri Verbeet
9db67a5971
wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers.
2009-04-28 13:10:02 +02:00
Henri Verbeet
0df4514894
wined3d: Use shader_sm1_read_dst_param() and shader_sm1_read_src_param() in shader_get_registers_used().
2009-04-28 13:10:02 +02:00
Henri Verbeet
e001876163
wined3d: Create a separate function to record register usage.
2009-04-28 13:10:02 +02:00
Henri Verbeet
abc253f52f
wined3d: Add a function to read a destination parameter from SM1-3 bytecode.
2009-04-27 13:25:26 +02:00
Henri Verbeet
4e97e430d9
wined3d: Add a function to read a source parameter from SM1-3 bytecode.
2009-04-27 13:25:21 +02:00
Henri Verbeet
15953b94b6
wined3d: Use shader_sm1_read_opcode() in shader_trace_init().
2009-04-27 13:25:16 +02:00
Henri Verbeet
2b07565d6e
wined3d: Store D3D shader opcode names in a separate table.
2009-04-27 13:25:09 +02:00
Stefan Dösinger
7ab6c22f5a
wined3d: Support the full amount of constants in GLSL.
...
This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
2009-04-27 13:24:00 +02:00
Stefan Dösinger
9f1731edb6
d3d: Limit d3d8 and d3d9 vshader constants to 256.
...
DX10 cards support 512(ATI) or 1024(Nvidia) vertex shader constants in
GL. The dx9 DXCapsViewer shows that dx10 windows drivers only claim
256 constants on Windows, so we can and should do the same.
2009-04-27 13:23:36 +02:00
Henri Verbeet
19b84ffda1
wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used().
2009-04-24 11:53:18 +02:00
Henri Verbeet
521fcf11db
wined3d: Add a function to read an opcode from SM1-3 bytecode.
2009-04-24 11:53:12 +02:00
Henri Verbeet
e63bd2ce21
wined3d: The first shader token should be the version token.
2009-04-24 11:53:00 +02:00
Henri Verbeet
2dcfdd5b55
wined3d: Use a more reasonable limit for the number of mipmap levels.
...
256 is quite ridiculous, considering the dimensions are only UINTs. Perhaps
these arrays should be dynamically allocated in the first place though.
2009-04-24 11:52:51 +02:00
Henri Verbeet
35499d0c3c
wined3d: Handle the opcode specific control shift in the frontend rather than the backend.
2009-04-24 11:52:28 +02:00
David Adam
33eb939390
wined3d: SetDepthStencilSurface is always called when AutoDepthStencil is enabled.
2009-04-24 11:51:27 +02:00
Francois Gouget
6376941266
wined3d: Avoid using an implicit value to set fogcoord to 0.0.
2009-04-23 18:14:27 +02:00
Henri Verbeet
6f33b97c94
wined3d: Get rid of the shared_handle parameter.
...
I don't expect us to support this in the near future, and right now it's just
dead code.
2009-04-23 14:22:06 +02:00
Henri Verbeet
f88bd17ef6
wined3d: Downgrade an ERR to a WARN.
2009-04-23 14:22:06 +02:00
Henri Verbeet
fba6f871cf
wined3d: Move frontend specfic constants to baseshader.c.
2009-04-23 14:22:06 +02:00
Henri Verbeet
d6494ad00c
wined3d: Move some frontend specfic code to baseshader.c.
2009-04-23 14:22:06 +02:00
Henri Verbeet
fc60083ed2
wined3d: Handle the destination modifier shift in the frontend rather than the backend.
2009-04-23 14:22:06 +02:00
Henri Verbeet
cf1bfc8c68
wined3d: Handle the source modifier shift in the frontend rather than the backend.
2009-04-22 13:14:26 +02:00
Henri Verbeet
fec1fa93cf
wined3d: Handle the swizzle shift in the frontend rather than the backend.
2009-04-22 13:14:14 +02:00
Henri Verbeet
baf2f94b76
wined3d: Get rid of the WINED3DVS_* swizzle constants.
...
They're redundant.
2009-04-22 13:14:09 +02:00
Henri Verbeet
629801bccb
wined3d: Get rid of the token field from struct wined3d_shader_src_param.
2009-04-22 13:14:03 +02:00
Henri Verbeet
7a3d4ce76f
wined3d: Pass a struct wined3d_shader_src_param to shader_arb_get_swizzle().
2009-04-22 13:13:57 +02:00
Henri Verbeet
88c80635c2
wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_swizzle().
2009-04-21 14:00:11 +02:00
Henri Verbeet
612c32ea08
wined3d: Add a separate function for converting swizzles to strings.
2009-04-21 14:00:06 +02:00
Henri Verbeet
db5ab97125
wined3d: Store the source swizzle in struct wined3d_shader_src_param.
2009-04-21 14:00:02 +02:00
Henri Verbeet
7f58b906dd
wined3d: Explicitly pass the source modifier to shader_glsl_gen_modifier().
2009-04-21 13:57:04 +02:00
Henri Verbeet
644439ff0d
wined3d: Pass a struct wined3d_shader_src_param to pshader_gen_input_modifier_line().
2009-04-21 13:56:58 +02:00
Stefan Dösinger
de4f3dc8e8
wined3d: Merge match_apple and implementation_is_apple.
2009-04-20 16:39:55 +02:00
Stefan Dösinger
39877a2ad2
wined3d: Reserve additional GLSL constants on some drivers.
...
Some drivers apparently need private constants, or don't have an efficient
immval packing. For example, MacOS seems to need 1 float for each different
relative addressing offset. fglrx has the same issue, although it is more
efficient in general
Previously this worked on most drivers because the 16 + 4 reserved int and
bool constants kept the problem hidden. Now that we are more aggressive with
uniforms we have to keep free room for some drivers.
2009-04-20 16:38:39 +02:00
Stefan Dösinger
78d26a659d
wined3d: Move the remaining quirks into the quirk table.
2009-04-20 16:38:07 +02:00
Stefan Dösinger
50e91f8d84
wined3d: Move the generic mac glsl uniform fixup to the quirk table.
2009-04-20 16:37:46 +02:00
Stefan Dösinger
7b7f027221
wined3d: Add a more formal framework for driver quirks.
...
This allows better defining of driver desc fixups without adding extra if
lines for each card.
For starters, there's a fixup for the advertised GLSL constants in ATI cards.
fglrx advertises 512 GLSL uniforms instead of the supported 1024(means 128
instead of 256 vec4's). This bug was confirmed by ATI.
2009-04-20 16:37:31 +02:00
Francois Gouget
5ef481922f
Assorted spelling fixes.
2009-04-20 15:25:26 +02:00
Henri Verbeet
ea0b3b42eb
wined3d: Pass a struct wined3d_shader_src_param to shader_arb_add_src_param().
2009-04-20 14:13:33 +02:00
Henri Verbeet
1ae060be4a
wined3d: Simplify replicating the .x swizzle in shader_hw_mov().
...
It becomes even simpler once the swizzle shift and token field are eliminated.
2009-04-20 14:13:28 +02:00
Henri Verbeet
48a096a638
wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_add_src_param().
2009-04-20 14:13:20 +02:00
Henri Verbeet
c7660c57a0
wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token.
2009-04-20 14:13:12 +02:00
Henri Verbeet
915b91757f
wined3d: Store the destination relative addressing token as a struct wined3d_shader_src_param.
2009-04-20 14:13:08 +02:00
Henri Verbeet
0663eb9323
wined3d: Store the source relative addressing token as a struct wined3d_shader_src_param.
2009-04-20 14:13:00 +02:00
Henri Verbeet
d6ee7d59a8
wined3d: Create a relative addressing token for 1.x shaders in the frontend.
...
Rather than handling this in the backends. Note that the ARB backend always
assumes 1.x shaders.
2009-04-20 14:12:52 +02:00
Henri Verbeet
8ac4c98be2
wined3d: Store the source modifiers in struct wined3d_shader_src_param.
2009-04-15 15:57:35 -05:00
Henri Verbeet
b6668b0296
wined3d: Store the register index in struct wined3d_shader_src_param.
2009-04-15 15:57:30 -05:00
Henri Verbeet
4de1dba2c5
wined3d: Store the register type in struct wined3d_shader_src_param.
2009-04-15 15:57:25 -05:00
Henri Verbeet
ff62cab537
wined3d: Introduce struct wined3d_shader_src_param.
2009-04-15 15:57:19 -05:00
Henri Verbeet
463de24e7b
wined3d: Group instruction context information together in struct wined3d_shader_context.
2009-04-15 15:57:13 -05:00
Henri Verbeet
a7e2c2d70c
wined3d: Don't die if a vertex shader has samplers.
...
This fixes a regression introduced by 38239be58c
.
2009-04-15 15:57:00 -05:00
Henri Verbeet
d3fc7dca99
wined3d: Get rid of the "token" field from struct wined3d_shader_dst_param.
2009-04-14 15:25:07 -05:00
Henri Verbeet
18cdcc0b7e
wined3d: Pass a struct wined3d_shader_dst_param to shader_arb_get_write_mask().
2009-04-14 15:25:01 -05:00
Roderick Colenbrander
f2e2e3e499
wined3d: Report the driver description as reported by the Windows drivers when a device string is entered in our device table.
2009-04-13 17:35:44 -05:00
Roderick Colenbrander
c238541656
wined3d: Update Nvidia driver version information.
2009-04-13 17:35:25 -05:00
Tobias Jakobi
0c2514bd8f
wined3d: Rename some NP2 fixup variables and update comments.
2009-04-13 17:32:11 -05:00