Commit Graph

254 Commits

Author SHA1 Message Date
Stefan Dösinger af8d268a39 wined3d: Handle projected textures properly in arbfp and atifs.
GL_ARB_fragment_program and GL_ATI_fragment_shader can disable
projected textures properly, and they can also handle
D3DTTFF_PROJECTED | D3DTTFF_COUNT3 properly.
2008-08-28 11:24:49 +02:00
Stefan Dösinger c38b2fe09e wined3d: Filter out more spam. 2008-08-21 13:34:23 +02:00
Stefan Dösinger bfe7067973 wined3d: Ask the ffp/shader/blit implementation about format support.
If a format is not supported natively by opengl, a shader may be able
to convert it. Up to now, CheckDeviceFormat had magic knowldge which
GL extensions lead to which supported format. This patch adds
functions that allow CheckDeviceFormat to ask the actual
implementation for its capabilities.
2008-08-20 12:26:02 +02:00
Francois Gouget a793888a28 Assorted spelling fixes. 2008-08-04 13:04:48 +02:00
Stefan Dösinger bc4435e406 wined3d: Use a hashmap to store the ffp shaders. 2008-07-31 13:01:50 +02:00
Stefan Dösinger 726d9d47af wined3d: ATI2N support using GL_EXT_texture_compression_rgtc. 2008-07-24 11:56:42 +02:00
Stefan Dösinger dc25a86cc5 wined3d: Support ATI's D3DFMT_ATI2N format.
This is an ATI specific format designed for compressed normal maps,
and quite a few games check for its existence. While it is an
ATI-specific "extension" in d3d9, it is a core part of
D3D10(DXGI_FORMAT_BC5), and supported on Geforce 8 cards.
2008-07-24 11:56:24 +02:00
Stefan Dösinger e4078fb0ba wined3d: Set ffp caps in the ffp backend, not the shader backend. 2008-07-11 14:32:53 +02:00
Stefan Dösinger c48195e417 wined3d: Move shader_fragment_enable to the fragment pipeline implementation.
It isn't related to the shader backend any longer. The nvts_enable in
the ffp code isn't quite right as well, it should be moved away once
there is a dedicated nvts fragment pipeline replacement
2008-07-11 14:32:37 +02:00
H. Verbeet b37cc08721 wined3d: Don't call shader_select() in depth_blt().
Calling shader_select() from inside depth_blt() isn't necessarily
safe. shader_select() assumes CompileShader() has been called for the
current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER
being applied. That isn't always true when depth_blt() gets called,
with the result that sometimes GLSL programs could be created with no
shader objects attached.
2008-07-10 20:33:29 +02:00
H. Verbeet 54ae3ebfd4 wined3d: Destroy depth_blt resources in the backend's destructor.
No need to expose this in the interface.
2008-07-10 12:17:06 +02:00
H. Verbeet a85a5ffb1b wined3d: Store the glsl program lookup table in the backend's private data. 2008-07-09 10:42:57 +02:00
Stefan Dösinger 3a2743f25d wined3d: Remove the state table from the shader backend. 2008-07-08 21:08:54 +02:00
Stefan Dösinger 2d7cdc3ec2 wined3d: Remove the DLL load init function. 2008-07-08 21:08:54 +02:00
H. Verbeet a637fda7bf wined3d: Store the current GLSL program in the backend's private data. 2008-07-08 10:47:30 +02:00
Andrew Talbot 6ced8a3f55 wined3d: Remove unneeded address-of operators from function names. 2008-07-07 12:32:39 +02:00
H. Verbeet d76de4eede wined3d: Specify the GLSL language version our shaders are written to.
This prevents some driver warnings when using language features from
1.20, like "first class arrays".
2008-07-01 12:26:05 +02:00
Francois Gouget 756b401f8d wined3d: Add a trailing '\n' to a couple of shader_addline() calls. 2008-06-26 21:08:35 +02:00
H. Verbeet a6fa6a4a31 wined3d: Use gl_Color and gl_SecondaryColor to support more varyings in SM3.0 shaders.
SM3.0 requires 10 4 component float varyings for passing stuff between
vertex and pixel shaders. GF7 and earlier report 8 generic varyings +
gl_Color and gl_SecondaryColor in GLSL. This patch allows us to use
gl_Color and gl_SecondaryColor to get 2 extra varyings, which some
games, like C&C3 with highest gfx settings, require.
2008-06-19 11:47:52 +02:00
Stefan Dösinger cd7825c893 wined3d: Hardcode local constants with glUniform4fvARB. 2008-06-03 11:13:59 +02:00
Stefan Dösinger e4413f2012 wined3d: Give local constants a shader type prefix. 2008-06-03 11:13:09 +02:00
Stefan Dösinger 9b25935757 wined3d: Fix DP2ADD in GLSL.
DP2ADD returns a scalar, and fglrx (correctly) complains that it can't
assign that to a 3 component vector.
2008-04-24 22:09:47 +02:00
Stefan Dösinger bcb0f7cc22 wined3d: More fglrx spam. 2008-04-24 22:09:21 +02:00
Stefan Dösinger e3bd5b6dcd wined3d: Use the shader backend to enable / disable atifs and nvts.
The previous logic assumed that if NVTS or ATIFS are available they
will be used. This happens to be true for NVTS, but ATIFS is only used
if neither ARBFP nor GLSL are supported. This breaks fixed function
fragment processing on ATI r300 and newer cards
2008-04-24 11:37:17 +02:00
Austin English c531e2abdb Spelling fixes. 2008-04-23 12:31:07 +02:00
Austin English 6e59cd2c34 Spelling fixes. 2008-04-22 12:20:12 +02:00
Stefan Dösinger b1d8af7926 wined3d: Update copyright lines. 2008-04-02 20:22:42 +02:00
Stefan Dösinger a440051016 wined3d: Add a shader DLL init callback. 2008-03-25 19:49:17 +01:00
Stefan Dösinger ac57b4e2f5 wined3d: Free shader private data on reset.
Since the shader backend implementations might track opengl resources in
their private data inform them about reset calls. For example, the atifs
backend keeps track of the replacement shaders, which are lost during an
opengl context recreation.
2008-03-25 19:48:14 +01:00
Stefan Dösinger ee7e149998 wined3d: Move shader caps setting into the arb and glsl shader backends. 2008-03-25 19:39:23 +01:00
Stefan Dösinger 5ab5202e0f wined3d: Set shader specific caps in the shader backend.
The whole control structures in directx.c get terribly confusing with
the various codepaths for texturing and different shader
implementations. It is also hard to reflect the shader model
decisions this way too. This patch moves the shader specific parts of
the caps code into the shader backend where we can set our caps
dependent of the shader model decisions and without complex caps flag
checks.
2008-03-25 19:39:11 +01:00
Stefan Dösinger 6d5f562dcf wined3d: Move the shader backend selection into a separate function. 2008-03-25 19:36:13 +01:00
Stefan Dösinger a66fb40d83 wined3d: Move shader generation into the shader backend.
Generating the shader ID and parts of the shader prolog and epilog was
done by the common vertexshader.c / pixelshader.c, which is ugly.

This patch doesn't get rid of all the uglyness, somewhen we'll still
have to sort out the relationship of [arb|glsl]_generate_shader and
[arb|glsl]_generate_declarations.
2008-03-25 19:35:58 +01:00
Stefan Dösinger 84258723f9 wined3d: Make the state table a property of the shader backend. 2008-03-25 19:35:32 +01:00
Francois Gouget 304b415284 Assorted spelling fixes. 2008-03-19 11:21:27 +01:00
Stefan Dösinger 8a3ef776f4 wined3d: gl_FragCoord isn't exact. 2008-03-07 11:01:07 +01:00
Stefan Dösinger 167a271434 wined3d: Support more than one texbem instruction per shader. 2008-03-05 19:22:44 +01:00
Stefan Dösinger aeb0e43e3e wined3d: Hardcode local constants in ARB shaders if possible. 2008-03-04 12:15:26 +01:00
Stefan Dösinger 107e80a79c wined3d: Implement a different constant dirtification algorithm.
Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.
2008-03-04 12:15:16 +01:00
Stefan Dösinger f912f18b13 wined3d: Move shader model private data into its own structure. 2008-02-26 11:31:39 +01:00
Stefan Dösinger b1e1df5117 wined3d: Extend out anti-spam database a bit. 2008-02-18 13:34:01 +01:00
Stefan Dösinger 81de2fa10a wined3d: Add a test for the vFace register. 2008-02-15 09:40:03 +01:00
Stefan Dösinger 3d2aa7afa0 wined3d: De-Statify depth blit opengl resources. 2008-02-05 12:33:15 +01:00
Stefan Dösinger 4d0a609452 wined3d: Reset the shader state on shader_*_destroy. 2008-01-14 15:20:51 +01:00
Alexandre Julliard 9636c7fa0e wined3d: Use unsigned int instead of size_t for the glsl mask size. 2008-01-07 17:17:27 +01:00
Stefan Dösinger 88f746ab0e wined3d: Filter out some shader compilation spam. 2007-12-18 14:07:12 +01:00
Stefan Dösinger 8e036d6487 wined3d: Correct a pixel shader version comparison. 2007-12-18 13:23:09 +01:00
Francois Gouget 5f7a9cea38 Assorted spelling fixes. 2007-12-07 16:35:32 +01:00
Stefan Dösinger 54fa712981 wined3d: Initialize output texcoord .w to 1.0 if needed.
The GL_ARB_vertex_program extension does not define a standard value for
output texture coordinates. This makes problems when using vertex
shaders with fixed function fragment processing because fffp divides the
texture coords by its .w component. This means that gl shaders have to
write to the .w component of texture coords. Direct3D shaders however
do not.
2007-12-07 14:54:22 +01:00
Stefan Dösinger 0f39b29da0 wined3d: mov to a0.x does a floor(), not a round to nearest. 2007-12-03 13:43:54 +01:00