Stefan Dösinger
|
98b291192f
|
wined3d: Get rid of the conditionals in shader_glsl_compare.
|
2007-11-08 12:17:54 +01:00 |
Stefan Dösinger
|
0183f3e305
|
wined3d: Avoid NOP additions.
|
2007-11-08 12:03:46 +01:00 |
Stefan Dösinger
|
6209b36acb
|
wined3d: mov to a0.x does a floor(), not a round to nearest.
|
2007-11-08 11:55:31 +01:00 |
Stefan Dösinger
|
468309e055
|
wined3d: Get rid of the conditionals in the glsl lit implementation.
|
2007-11-08 11:55:08 +01:00 |
Stefan Dösinger
|
aafcae4752
|
wined3d: Remove the conditional from texdepth.
|
2007-11-08 11:54:28 +01:00 |
Stefan Dösinger
|
1b23dd1ba1
|
wined3d: Implement the varying map.
|
2007-11-07 12:08:32 +01:00 |
Stefan Dösinger
|
409103f801
|
wined3d: Install a varying map.
|
2007-11-07 12:08:24 +01:00 |
Stefan Dösinger
|
3febe738ab
|
wined3d: Handle ps 3.0 varyings in a different way.
|
2007-11-06 13:34:57 +01:00 |
Stefan Dösinger
|
0615c8e454
|
wined3d: Pixel Shader varying indexing.
|
2007-11-06 13:34:40 +01:00 |
Stefan Dösinger
|
9a9dfc76cb
|
wined3d: Make pixel shader input an array.
|
2007-11-06 13:34:32 +01:00 |
Stefan Dösinger
|
672ed031ce
|
wined3d: Only glBindAttribLocation used attributes.
|
2007-11-06 13:34:26 +01:00 |
Stefan Dösinger
|
8f3accc718
|
wined3d: Care for the inverted y coords in dsy.
|
2007-10-22 15:59:04 +02:00 |
Stefan Dösinger
|
3f16f02940
|
wined3d: Nested loop support.
|
2007-10-04 12:03:59 +02:00 |
Stefan Dösinger
|
3c6d97278f
|
wined3d: Implement the vFace register.
|
2007-10-04 12:03:51 +02:00 |
Stefan Dösinger
|
3d3369a77c
|
wined3d: d3d ignores the sign of the input value in the log instruction.
|
2007-10-03 11:03:12 +02:00 |
Stefan Dösinger
|
6dc11616d5
|
wined3d: Take care against overwriting a source register in cmp.
|
2007-10-03 11:02:56 +02:00 |
Stefan Dösinger
|
9c6cdda147
|
wined3d: Reverse the position fixup if the pshader is reading vpos.
|
2007-10-03 11:02:48 +02:00 |
Francois Gouget
|
b2bc712323
|
Assorted spelling fixes.
|
2007-09-27 20:12:53 +02:00 |
Stefan Dösinger
|
6313e0ffff
|
wined3d: SRGB write correction emulation.
|
2007-09-24 13:30:30 +02:00 |
Stefan Dösinger
|
2b2c9199e8
|
wined3d: Unify pixel format correction.
|
2007-09-24 13:30:21 +02:00 |
Stefan Dösinger
|
1c4a15d2cd
|
wined3d: Recompile glsl pixelshaders if the sampler format changes.
|
2007-09-24 13:30:08 +02:00 |
Stefan Dösinger
|
10f25e0104
|
wined3d: Add signed format conversion for glsl.
|
2007-09-24 13:29:54 +02:00 |
Stefan Dösinger
|
d684c9c1a5
|
wined3d: Fix a typo in shader_glsl_cross.
|
2007-09-20 15:52:54 +02:00 |
Stefan Dösinger
|
02114ac21f
|
wined3d: The D3DSI_COISSUE flag changes the behavior of cnd.
|
2007-09-14 14:26:26 +02:00 |
Stefan Dösinger
|
8273cfdf01
|
wined3d: Fix texdp3tex in glsl.
|
2007-09-14 14:26:17 +02:00 |
Stefan Dösinger
|
7248354067
|
wined3d: Pixel shader 1.x constants are clamped to [-1;1].
|
2007-09-14 14:23:45 +02:00 |
Stefan Dösinger
|
bc69315f78
|
wined3d: texm3x3(v)spec normalizes the normal vector.
|
2007-09-13 11:38:46 +02:00 |
Stefan Dösinger
|
5ab9d85c39
|
wined3d: Implement texbeml.
|
2007-09-12 12:10:03 +02:00 |
Stefan Dösinger
|
422e0ba1cc
|
wined3d: texkill ignores the .w only in ps 1.x.
|
2007-09-11 13:48:08 +02:00 |
Stefan Dösinger
|
8656713366
|
wined3d: Implement texldb.
|
2007-09-11 13:47:58 +02:00 |
Stefan Dösinger
|
a006d2568b
|
wined3d: Fix texdepth instruction.
|
2007-09-11 13:47:49 +02:00 |
Stefan Dösinger
|
33ecb1db1a
|
wined3d: The temp vars are tmp0 and tmp1.
|
2007-08-31 12:08:57 +02:00 |
Stefan Dösinger
|
e7cbb340dc
|
wined3d: Remove stateblock::set.*.
|
2007-08-13 11:36:43 +02:00 |
H. Verbeet
|
1c14c180b7
|
wined3d: Implement dsx & dsy shader instructions.
|
2007-07-03 12:32:52 +02:00 |
Stefan Dösinger
|
a1f83aae8e
|
wined3d: rsq and rcp use the .w component if no swizzle is given.
|
2007-07-03 12:29:34 +02:00 |
H. Verbeet
|
973496d5e4
|
wined3d: Cleanup shader_glsl_load_psamplers().
|
2007-07-02 13:36:26 +02:00 |
H. Verbeet
|
1d4042cee1
|
wined3d: Implement texldl.
|
2007-06-28 11:01:15 +02:00 |
Michael Stefaniuc
|
0326da9dd5
|
wined3d: Remove superfluous casts of void pointers to other pointer types.
|
2007-06-27 12:53:37 +02:00 |
H. Verbeet
|
3ad03206ab
|
wined3d: Rename max_samplers to max_fragment_samplers.
|
2007-06-26 11:56:57 +02:00 |
H. Verbeet
|
2e786e09bb
|
wined3d: Use texture2D to sample in pshader_glsl_texdp3tex().
|
2007-06-21 13:10:32 +02:00 |
H. Verbeet
|
8311ff32a3
|
wined3d: Take the texUnitMap into account when loading shader_glsl_load_psamplers().
|
2007-06-13 11:23:06 +02:00 |
Stefan Dösinger
|
a460a2df43
|
wined3d: Store the gl information in a per adapter structure and initialize it only once.
|
2007-06-11 13:51:06 +02:00 |
H. Verbeet
|
c3c5724789
|
wined3d: WINED3DSIO_POW should use the absolute value of the first source register.
|
2007-05-11 13:24:15 +02:00 |
H. Verbeet
|
89245248c7
|
wined3d: Handle the ps_3_0 vPos field.
|
2007-05-04 13:41:54 +02:00 |
H. Verbeet
|
a79654d339
|
wined3d: Fix some swizzles on scalars.
|
2007-04-13 12:56:06 +02:00 |
Fabian Bieler
|
0ce39d5869
|
wined3d: Fix GLSL cnd instruction.
According to MSDN the cnd instruction should translate:
dst = src0 > 0.5 ? src1 : src2;
|
2007-04-05 10:55:00 +02:00 |
Fabian Bieler
|
91df230624
|
wined3d: Fix GLSL cnd instruction for INF and NAN arguments.
|
2007-04-04 21:26:30 +02:00 |
Fabian Bieler
|
2843b0f929
|
wined3d: Fix GLSL cmp instruction for INF and NAN arguments.
|
2007-04-04 21:26:23 +02:00 |
Fabian Bieler
|
333de16fb6
|
wined3d: Implement support for projective textures in ps 2.0 and later.
|
2007-03-29 21:15:29 +02:00 |
Stefan Dösinger
|
bee084503b
|
wined3d: Implement bem shader instruction.
|
2007-03-27 12:30:38 +02:00 |
Fabian Bieler
|
97967d3671
|
wined3d: Fix glsl texbem instruction for projective textures.
|
2007-03-23 12:31:35 +01:00 |
Fabian Bieler
|
4b3ac837aa
|
wined3d: Implemented bump map transform for texbem in GLSL with native signed textures.
|
2007-03-23 12:31:27 +01:00 |
Stefan Huehner
|
4d1d01f266
|
Mark several functions as static.
|
2007-03-13 13:35:12 +01:00 |
H. Verbeet
|
30ee071eb9
|
wined3d: Disable vertex shaders when transformed vertices are used.
|
2007-03-13 11:55:55 +01:00 |
H. Verbeet
|
25cd1c4d28
|
wined3d: gl_FogFragCoord is a scalar.
|
2007-03-05 12:06:45 +01:00 |
H. Verbeet
|
19d223cade
|
wined3d: Store multiple constant indices per list entry.
|
2007-02-28 13:35:34 +01:00 |
H. Verbeet
|
2c85e5e8a3
|
wined3d: Store GLSL programs in a hash table rather than a linked list.
|
2007-02-28 13:35:23 +01:00 |
Stefan Dösinger
|
99576ea24e
|
wined3d: Implement texbem in arb, improve it in glsl.
|
2007-02-15 11:36:14 +01:00 |
Stefan Dösinger
|
49a49fcfec
|
wined3d: Load one bump mapping environment matrix into pixel shaders if needed.
|
2007-02-15 11:36:01 +01:00 |
Francois Gouget
|
536e738552
|
Assorted spelling fixes.
|
2007-02-14 21:03:57 +01:00 |
H. Verbeet
|
efed9aea1f
|
d3d8: Move loading local d3d8 vertex shader constants from wined3d to d3d8.
|
2007-02-14 13:54:55 +01:00 |
H. Verbeet
|
32e5cac2be
|
wined3d: Get rid of the vertexDeclaration field in IWineD3DVertexShaderImpl.
|
2007-02-14 13:54:29 +01:00 |
H. Verbeet
|
8f0884066f
|
wined3d: Add WINED3DDECLUSAGE, use it.
|
2007-02-14 13:50:22 +01:00 |
H. Verbeet
|
2d9540cab7
|
wined3d: Don't use WINED3DSHADERDECLUSAGE_PSIZE / WINED3DSHADERDECLUSAGE_FOG.
|
2007-02-14 13:50:01 +01:00 |
Chris Robinson
|
5f1a1bbc84
|
wined3d: Properly round negative values in shader_glsl_mov.
|
2007-02-12 14:12:29 +01:00 |
Stefan Dösinger
|
fa97fbdcad
|
wined3d: Make shader_cleanup more useful.
|
2007-02-12 12:37:48 +01:00 |
H. Verbeet
|
efed4c33c2
|
wined3d: gl_FragDepth is a float, so fixup the write mask.
|
2007-01-19 12:29:11 +01:00 |
H. Verbeet
|
955fb95eb6
|
wined3d: Give shader constants their own debug channel.
|
2007-01-18 12:09:09 +01:00 |
H. Verbeet
|
79c7aeab00
|
wined3d: Fix a typo.
|
2007-01-18 12:09:03 +01:00 |
H. Verbeet
|
e3cc00cf47
|
wined3d: Add a glsl_src_param_t type, pass it to shader_glsl_add_src_param() instead of three separate character arrays.
|
2007-01-16 16:14:21 +01:00 |
H. Verbeet
|
04e6250c87
|
wined3d: Add a glsl_dst_param_t type, pass it to shader_glsl_add_dst_param() instead of three separate character arrays.
|
2007-01-16 16:13:58 +01:00 |
H. Verbeet
|
6f3fae4e04
|
wined3d: Simplify shader_glsl_get_write_mask().
|
2007-01-16 16:13:29 +01:00 |
H. Verbeet
|
c6bccc9278
|
wined3d: Simplify shader_glsl_get_swizzle().
|
2007-01-16 16:13:19 +01:00 |
H. Verbeet
|
48f82d3f5e
|
wined3d: Fix pshader_glsl_tex() and pshader_glsl_texcoord().
|
2007-01-16 16:13:10 +01:00 |
H. Verbeet
|
c3bfef8d7e
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_callnz().
|
2007-01-16 16:12:46 +01:00 |
H. Verbeet
|
50e0deafca
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_breakc().
|
2007-01-16 16:12:37 +01:00 |
H. Verbeet
|
f593cd0de8
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_ifc().
|
2007-01-16 16:12:26 +01:00 |
H. Verbeet
|
a89edf1be9
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_if().
|
2007-01-16 16:12:18 +01:00 |
H. Verbeet
|
9f22df26ef
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_rep().
|
2007-01-16 16:12:11 +01:00 |
H. Verbeet
|
2cb49c67db
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_loop().
Fix the comment.
|
2007-01-16 16:12:02 +01:00 |
H. Verbeet
|
cf1a3cc81a
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3vspec().
Use shader_glsl_get_sample_function().
Use the GLSL builtin reflect() function.
|
2007-01-16 16:11:45 +01:00 |
H. Verbeet
|
f0fb61daed
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3spec().
Use shader_glsl_get_sample_function().
|
2007-01-16 16:11:26 +01:00 |
H. Verbeet
|
ba1740909e
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3().
|
2007-01-16 16:11:13 +01:00 |
H. Verbeet
|
b26fae9a25
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3tex().
Use shader_glsl_get_sample_function().
|
2007-01-16 16:11:02 +01:00 |
H. Verbeet
|
950783d4fd
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x2tex().
|
2007-01-16 16:10:43 +01:00 |
H. Verbeet
|
92ab90eee8
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x3pad().
|
2007-01-16 16:10:34 +01:00 |
H. Verbeet
|
459e0bf633
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x2pad().
|
2007-01-16 16:10:23 +01:00 |
H. Verbeet
|
04144983eb
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texm3x2depth().
|
2007-01-16 16:10:17 +01:00 |
H. Verbeet
|
1947b27380
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texdp3().
|
2007-01-16 16:10:07 +01:00 |
H. Verbeet
|
3cd84d9ab6
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texdp3tex().
|
2007-01-16 16:10:01 +01:00 |
H. Verbeet
|
0fcb682af6
|
wined3d: Rewrite pshader_glsl_texreg2rgb to properly take the write mask into account.
Use shader_glsl_get_sample_function() rather than having the instruction handler figure it out itself.
Get rid of shader_glsl_add_dst_old().
|
2007-01-16 16:09:50 +01:00 |
H. Verbeet
|
67e203215f
|
wined3d: Split out getting the sample function and coordinate mask from shader_glsl_sample().
|
2007-01-16 16:09:23 +01:00 |
H. Verbeet
|
54137bacfa
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texreg2gb().
|
2007-01-16 16:09:09 +01:00 |
H. Verbeet
|
8325937ded
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in pshader_glsl_texreg2ar.
Use the correct source swizzle.
|
2007-01-16 16:08:58 +01:00 |
H. Verbeet
|
7d07f31045
|
wined3d: Pass the correct mask to shader_glsl_add_src_param() in shader_glsl_dst().
|
2007-01-16 16:08:35 +01:00 |
H. Verbeet
|
146093af33
|
wined3d: Rewrite shader_glsl_rcp() to properly take the write mask into account.
|
2007-01-16 16:08:19 +01:00 |
H. Verbeet
|
9857158a99
|
wined3d: Rewrite shader_glsl_expp() to properly take the write mask into account.
|
2007-01-16 16:08:08 +01:00 |
H. Verbeet
|
2c60906ec4
|
wined3d: Rewrite shader_glsl_cnd() to properly take the write mask into account.
Take the difference between ps 1.4 and earlier versions into account.
|
2007-01-16 16:07:56 +01:00 |
H. Verbeet
|
693b6ef876
|
wined3d: Rewrite shader_glsl_cmp() to properly take the write mask into account.
|
2007-01-16 16:07:44 +01:00 |
H. Verbeet
|
1414d75a3f
|
wined3d: Rewrite shader_glsl_lrp() to properly take the write mask into account, use the GLSL mix instruction.
|
2007-01-16 16:07:35 +01:00 |