Commit Graph

839 Commits

Author SHA1 Message Date
Stefan Dösinger 6626b1a51b wined3d: Use the correct color key in ARBfp color key blits. 2015-08-20 20:16:12 +09:00
Andrey Gusev 5cdcd4493f Assorted spelling and typos fixes. 2015-08-18 15:00:13 +09:00
Matteo Bruni f2989a2522 wined3d: Only install emulation wrappers when required. 2015-07-28 13:41:48 +02:00
Stefan Dösinger dc7cb59c3a wined3d: Keep track of renderbuffer capabilities. 2015-06-08 18:51:30 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Matteo Bruni 5b911ed461 wined3d: Fix fragment shaders sampling directly into oC[n] in the ARB backend. 2015-05-20 17:29:09 +09:00
Matteo Bruni 64463b81df wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
Also rename the shader_buffer_(clear|init|free) functions.
2015-04-27 15:06:55 +09:00
Henri Verbeet cfd280fd66 wined3d: Get rid of the tracing code in shader_vaddline(). 2015-04-24 14:29:39 +09:00
Henri Verbeet dd2398297c wined3d: Simplify shader_arb_dump_program_source(). 2015-04-24 14:29:32 +09:00
Henri Verbeet c7780791ea wined3d: Introduce a function to compile ARB vertex/fragment programs. 2015-04-21 22:21:56 +09:00
Henri Verbeet 8063d4cfcc wined3d: Initialize "type.padding" in arbfp_blit_set() (Valgrind). 2015-04-21 22:21:52 +09:00
Stefan Dösinger 27209c69a9 wined3d: Call arbfp_blit_surface and ffp_blit_blit_surface through the blit interfaces. 2015-04-15 22:21:58 +09:00
Stefan Dösinger f84d741cb3 wined3d: Implement color keying in the ARB fixed function pipeline. 2015-04-15 22:21:58 +09:00
Stefan Dösinger 382fa588a9 wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture. 2015-04-15 22:21:57 +09:00
Stefan Dösinger 5c7707dc77 wined3d: Move alpha test states to the fragment pipeline.
This will allow some color keying cleanups. For Core Contexts we'll have
to emulate alpha testing in shaders anyway.
2015-04-10 21:44:01 +09:00
Stefan Dösinger f4b6874491 wined3d: Match blitter and fragment processing color keying capabilities.
This is necessary if e.g. the nvts or ffp fragment processing pipeline
is selected for debugging purposes on a GPU that otherwise supports the
ARB program blitter.
2015-04-10 21:43:51 +09:00
Stefan Dösinger 5d51c97d07 wined3d: Implement color keying in the glsl fragment pipeline. 2015-04-10 21:43:31 +09:00
Stefan Dösinger 2d56694445 wined3d: Implement color keying in arbfp_blit. 2015-04-10 21:43:12 +09:00
Stefan Dösinger 439076d591 wined3d: Allow ARB blits from converted surfaces. 2015-04-10 21:42:47 +09:00
Sebastian Lackner 3a14df3b9a wined3d: Fix typo in init_output_registers. 2015-04-08 16:22:41 +09:00
Stefan Dösinger 8a101bc1f5 wined3d: Add a function for wined3d_gl_resource_type to texture target conversion. 2015-04-07 23:10:20 +09:00
Stefan Dösinger f260c17b34 wined3d: Use a shader for unconverted blits. 2015-04-07 23:10:14 +09:00
Stefan Dösinger e8b9f8134d wined3d: Define a constant for the blit texture size parameter. 2015-04-03 00:33:29 +09:00
Stefan Dösinger ad50f872ae wined3d: Pass a struct arbfp_blit_type to the blit shader generation functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 6cf421399b wined3d: Use bitfields in struct arbfp_blit_type. 2015-04-03 00:33:28 +09:00
Stefan Dösinger da7abd29b4 wined3d: Pass a wined3d_ffp_texture_type enum to blit shader functions. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 844c4efb47 wined3d: Give tex_type and its values a better name. 2015-04-03 00:33:28 +09:00
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Henri Verbeet 002713de6d wined3d: Store shader input signatures as a wined3d_shader_signature structure. 2015-03-23 22:59:08 +09:00
Henri Verbeet 2e5ad1b6e3 wined3d: Store shader output signatures as a wined3d_shader_signature structure.
Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g.  v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
2015-03-23 22:59:07 +09:00
Francois Gouget f505e6fb4a Assorted spelling fixes. 2015-03-19 21:54:14 +09:00
Stefan Dösinger 406cfefc2f wined3d: Initialize WINED3DTA_TEMP. 2015-03-11 22:09:42 +09:00
Henri Verbeet e4cb3b5081 wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
Henri Verbeet 3225fea30c wined3d: Recognize the SM4 ne opcode. 2015-02-11 23:05:13 +09:00
Stefan Dösinger e178b7ec9a wined3d: Don't use TXP for rectangle P8 textures.
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Matteo Bruni 993075cdb3 wined3d: Prefer the core glActiveTexture function. 2015-01-09 11:49:33 +01:00
Henri Verbeet 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
Henri Verbeet f5cef43738 wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
2014-12-03 11:14:21 +01:00
Stefan Dösinger 7b5bf3d4d6 wined3d: Update fragment program constants when switching from arb ffp draws. 2014-11-28 17:05:12 +01:00
Henri Verbeet 8c18ebf66a wined3d: Recognize the SM4 uge opcode. 2014-11-17 19:30:37 +09:00
Michael Stefaniuc 00c25959d1 wined3d: Remove no-op min() with magic number (PVS_Studio). 2014-10-30 12:00:31 +09:00
Matteo Bruni e789fadd56 wined3d: Don't replicate shader limits values for each shader. 2014-10-16 21:23:26 +09:00
Henri Verbeet 710694d9ca wined3d: Track format conversion per-texture. 2014-10-08 13:13:37 +02:00
Henri Verbeet 4f2110b0ce wined3d: Never pass a surface to wined3d_resource_is_offscreen(). 2014-09-19 10:49:27 +02:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet 3a160432f8 wined3d: Pass a texture instead of a surface to upload_palette(). 2014-08-21 12:24:16 +02:00
Henri Verbeet ec87407e7c wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain. 2014-08-20 13:29:52 +02:00
Henri Verbeet 415b803720 wined3d: Use the texture draw binding instead of the surface draw binding. 2014-08-20 13:29:50 +02:00
Henri Verbeet aa7016054a wined3d: Move the "swapchain" field from struct wined3d_surface to struct wined3d_texture. 2014-08-20 13:29:47 +02:00
Henri Verbeet f753ff90be wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().
Introducing rendertarget views will (eventually) allow rendering to 3D
textures and buffers.
2014-08-19 14:49:39 +02:00