Commit Graph

422 Commits

Author SHA1 Message Date
Stefan Dösinger 14eedc5be7 wined3d: Watch out about higher constants when clamping ps 1.x consts.
ps 1.x supports only 8 constants, so the shader load code dirtifies the
first 8 on a shader switch. However, the constant load code reloaded all dirty
consts with clamping. That potentially left constants > 8 clamped.
2009-08-07 14:56:33 +02:00
Henri Verbeet 3bf0ad4528 wined3d: Explicitly pass the context to the shader_select() handler. 2009-08-07 12:11:06 +02:00
Henri Verbeet 4c1b3de936 wined3d: Call the shader_load_np2fixup_constants() handler directly from inside the shader backend. 2009-08-06 17:26:30 +02:00
Henri Verbeet 03686cb6bd wined3d: Explicitly pass the context to the shader_load_constants() handlers. 2009-08-06 17:26:30 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Stefan Dösinger 2e9362d0fb wined3d: ARB clipplane init needs the helper constant. 2009-08-05 11:19:14 +02:00
Henri Verbeet da1e5573da wined3d: Rename WineD3DContext to struct wined3d_context. 2009-08-03 15:01:48 +02:00
Henri Verbeet be536ebe2f wined3d: Get rid of activeContext. 2009-07-24 13:10:57 +02:00
Henri Verbeet ee4d18cc83 wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
Once we keep track of the wined3d context for each thread,
lastActiveRenderTarget won't do what we want here.
2009-07-21 14:22:44 +02:00
Stefan Dösinger cd7f43b00d wined3d: Don't activate a context unless we need one. 2009-07-20 12:23:07 +02:00
Henri Verbeet 43e6686a78 wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info. 2009-07-17 11:22:07 +02:00
Stefan Dösinger 9d14dcab68 wined3d: Use the unmodified source in MOVA.
The code removed by this patch was a leftover from the time when we tried to
emulate MOVA with a plain ARL, which only supports one source in plain ARB.
This breaks the more sophisticated MOVA and 4 component ADDR register we have
now however.
2009-07-16 11:15:45 +02:00
Stefan Dösinger 387d337a70 wined3d: EXP and EXPP are scalar operations. 2009-07-15 13:17:02 +02:00
Stefan Dösinger 2bfdff198c wined3d: Check the correct constant limit. 2009-07-10 13:07:33 +02:00
Henri Verbeet 483d552e21 wined3d: Allow shader_buffer_init() to fail. 2009-07-09 11:38:02 +02:00
Henri Verbeet 40b411958b wined3d: Rename "SHADER_BUFFER" to something sane. 2009-07-09 11:37:58 +02:00
Henri Verbeet 32fd8f2130 wined3d: checkGLcall() doesn't need a \n. 2009-07-07 11:50:22 +02:00
Henri Verbeet 2ac34bf231 wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Tobias Jakobi 0caebe5f51 wined3d: Force NP2 constant reload in shader_arb_select. 2009-07-02 11:56:57 +02:00
Tobias Jakobi ef280280c2 wined3d: Implement shader_arb_load_np2fixup_constants. 2009-07-02 11:56:51 +02:00
Tobias Jakobi e29babbf6d wined3d: Add NP2 fixup code to shader_hw_sample (ARB). 2009-07-02 11:56:45 +02:00
Tobias Jakobi 034fa4268c wined3d: Add NP2 fixup code to shader_arb_generate_pshader. 2009-07-02 11:56:39 +02:00
Tobias Jakobi ec30e9a85e wined3d: Add arb_ps_np2fixup_info structure and improve structure packing for arb_ps_compiled_shader. 2009-07-02 11:56:33 +02:00
Stefan Dösinger c82da7d975 wined3d: Don't dirtify too many shader constants.
If we have start = 4, count = 3, the highest dirty constant is the one with index 6. start + count gives 7,
so it already includes the zero-based array correction. Don't add an additional 1.

Additionally to the inefficiency of looking at one extra constant, this causes problems if the driver
rejects loading 257 constants on the initial load. In this case no constant is loaded if
GL_EXT_gpu_program_parameters is used.
2009-07-01 13:14:34 +02:00
Henri Verbeet 40bc47901c wined3d: Use flags for driver quirks. 2009-07-01 11:41:44 +02:00
Stefan Dösinger d4312ebb16 wined3d: Add the vertex shader footer in the main function. 2009-06-29 12:28:40 +02:00
Stefan Dösinger 5befed21f6 wined3d: Write the vshader footer in a separate function. 2009-06-29 12:28:31 +02:00
Stefan Dösinger 5859d87754 wined3d: Implement function calls with NV exts. 2009-06-29 12:28:21 +02:00
Stefan Dösinger 031401a070 wined3d: ARB*p is already on after a depth blit. 2009-06-29 12:28:13 +02:00
Stefan Dösinger 9d63585352 wined3d: Don't disable ARBfp if the replacement pipeline is used.
If the replacement pipeline is used, ARBfp is always on. Disabling it
can break shaders or the replacement pipeline, because the shader and
ffp code assumes the extension is on.
2009-06-29 12:28:06 +02:00
Henri Verbeet 7363b6e2e3 wined3d: Document GL context dependencies. 2009-06-26 12:05:07 +02:00
Stefan Dösinger d1cd08b7b3 wined3d: Honor WINED3DSPSM_NOT in ARB. 2009-06-26 12:02:29 +02:00
Stefan Dösinger 8fb1e2acfb wined3d: Jump to the else branch if cond is false, not endif. 2009-06-26 12:02:18 +02:00
Stefan Dösinger a07b50c94c wined3d: Support writemasks on texkill in ARB. 2009-06-26 12:02:12 +02:00
Stefan Dösinger 3a327908de wined3d: Initialize the used clip planes even if no clip emulation is used. 2009-06-26 12:02:07 +02:00
Stefan Dösinger 4d86eac60a wined3d: Unclamp vertex colors for 3.0 shaders in ARB if needed. 2009-06-26 12:02:01 +02:00
Stefan Dösinger f69fb5c011 wined3d: POW and LOG operate on the absolute value. 2009-06-26 12:01:54 +02:00
Stefan Dösinger bd14b6e2b4 wined3d: IFC requires GL_NV_fragment_program2. 2009-06-26 12:01:44 +02:00
Stefan Dösinger d4854b636c wined3d: Beware of double negations. 2009-06-26 12:01:36 +02:00
Henri Verbeet f98c6e3cff wined3d: Allow the existence of other shader types in get_loop_control_const(). 2009-06-24 11:28:50 +02:00
Henri Verbeet 943ed4e1e9 wined3d: Eliminate a redundant local variable in get_loop_control_const(). 2009-06-24 11:28:45 +02:00
Henri Verbeet aec6d319fa wined3d: Avoid a redundant copy. 2009-06-24 11:28:38 +02:00
Henri Verbeet fd8ebebe56 wined3d: Use a proper structure for "loop_control". 2009-06-24 11:28:33 +02:00
Henri Verbeet 4caf43ddb7 wined3d: Add some missing GL locking documentation to arb_program_shader.c. 2009-06-24 11:28:27 +02:00
Austin English a4f2d3d18e wined3d: Fix a compiler warning. 2009-06-24 11:25:09 +02:00
Stefan Dösinger e0ec956b3d wined3d: Fix pixelshader ifc.
The NVfp2 control flow uses the D3D syntax, and doesn't need the inversed
branch condition we're using in the vertex shader.
2009-06-23 15:53:00 +02:00
Stefan Dösinger 444b7ac7e5 wined3d: Use a local parameter for the position fixup.
I don't like that I have to do this because the posFixup is in all
vertex programs, so its at the same position and could be loaded
globally.  Unfortunately, there are only 256 env parameters usually,
which makes it impossible for any shader to use c256, even if it does
not use indirect addressing, and so we can't claim 256 constant
support.
2009-06-23 15:53:00 +02:00
Stefan Dösinger 7ffd10da28 wined3d: Find the clip texcoord before compiling.
The best is to put this together with the rest of the shader_arb_priv initialization.
2009-06-23 15:53:00 +02:00
Stefan Dösinger e64d48371f wined3d: Add a function to control use of NV_vp2 clipplanes.
I find it helpful for debugging to have this controlled at a central place,
without having to disable the entire GL extension or manually find all the
places where GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION) controls clipplane use. It
is useful for debugging the emulation code on NV cards and for debugging mac
driver issues.
2009-06-23 15:53:00 +02:00
Stefan Dösinger 85af0b2943 wined3d: Don't emulate clipplanes with ffp vp and fix a wrong if condition.
b2f09fd204 accidentally got the
device->vs_clipping check wrong. The FFP replacement should emulate
clipping if GL can't do this natively with vertex shaders, not the
other way. Also don't emulate clipping if we're using fixed function
vertex processing because (a) clipping is always supported by GL in
this case, and (b), fragment.texcoord[7] is undefined. (Or in the
worst case set to something bad by the app).
2009-06-23 15:53:00 +02:00