Commit Graph

507 Commits

Author SHA1 Message Date
Ivan Gyurdiev 9bae7755ab wined3d: Rework dcl processing.
The new function is called in pass 2 (getister counting/maps), and
it's now in baseshader. It operates on all INPUT and OUTPUT registers,
which, in addition to the old vertex shader input declarations covers
Shader Model 3.0 vshader output and pshader input declarations. The
result is stored into the reg_map structure.
2006-06-13 11:40:21 +02:00
Ivan Gyurdiev f144d58ac2 wined3d: The namedArrays code path is dead (always FALSE).
Delete the entire namedArrays code path and all its dependencies (one
of which is quite long - storeOrder in drawprim is always FALSE, for
example). Delete declaredArrays, and make its code path the default.
2006-06-13 11:40:21 +02:00
Alexandre Julliard dbfb3739aa wined3d: Make all the local shader functions static. 2006-06-10 13:22:27 +02:00
Jason Green 42dd4653e3 wined3d: Change fog output variable name for GLSL shaders. 2006-06-10 12:43:10 +02:00
Jason Green e8c97e9421 wined3d: Fix regression from register maps switch for ARB shaders.
I missed a register mask in the move to share the shader_hw_def()
function between pixel and vertex shaders for ARB shaders.  Fixed
that, and made the GLSL version use the same mask for consistency.
2006-06-10 12:43:02 +02:00
Jason Green 08295f4cfc wined3d: GLSL shader cleanup patch.
- Based on comments from H. Verbeet
- Changed the distinction from .rgba & .xyzw masks to only use .xyzw
  in GLSL shaders.  They are interchangeable, and only served to make
  the trace look more intuitive, but they don't always apply as-is, so
  we'll just leave everything to .xyzw.
- Got rid of the "UseProgramObjectARB(0)" call in drawprim.  If there
  is no shader set on the next primitive, then that primitive will
  call UseProgramObjectARB(0) when it begins to draw.
2006-06-09 21:09:03 +02:00
Jason Green 0c59ca6448 wined3d: Add the bulk of the GLSL string generation functions.
- Add a new file glsl_shader.c which contains almost every GLSL specific function we'll need
- Move print_glsl_info() into glsl_shader.c
- Move the shader_reg_maps struct info into the private header, and make it part of SHADER_OPCODE_ARG.
- Create a new shared ps/vs register map for float constants (future patch will make ARB programs use this, too)
2006-06-09 13:47:55 +02:00