Henri Verbeet
e6f55c2650
wined3d: Remove an unused struct member.
2009-07-20 13:35:15 +02:00
Henri Verbeet
3a63552fd1
wined3d: Skip some unnecessary FBO binds.
2009-07-20 13:35:11 +02:00
Henri Verbeet
dedd62c0e2
wined3d: Recognize the SM4 log opcode.
2009-07-20 13:35:07 +02:00
Stefan Dösinger
e06997359f
wined3d: Set the highest dirty marker after marking shader constants dirty.
2009-07-20 12:23:14 +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
a80247f58b
wined3d: Avoid redundant FBO binds.
...
Apparently this is an expensive operation for certain drivers, even if the
binding doesn't actually change.
2009-07-17 11:22:07 +02:00
Henri Verbeet
710f6f8456
wined3d: Always use context_bind_fbo() to change the framebuffer binding.
2009-07-17 11:22:07 +02:00
Henri Verbeet
7485173849
wined3d: Pass the context instead of the device to the various context functions.
2009-07-17 11:22:07 +02:00
Henri Verbeet
a01616a6c3
wined3d: Store a pointer to wined3d_gl_info in struct WineD3DContext.
2009-07-17 11:22:07 +02:00
Henri Verbeet
43e6686a78
wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info.
2009-07-17 11:22:07 +02:00
Henri Verbeet
50f5abcad9
wined3d: Recognize the SM4 dp4 opcode.
2009-07-16 16:03:40 +02:00
Henri Verbeet
03acf9d207
wined3d: Recognize the SM4 dp3 opcode.
2009-07-16 16:03:36 +02:00
Henri Verbeet
7539cd5c85
wined3d: Recognize the SM4 rsq opcode.
2009-07-16 16:03:32 +02:00
Henri Verbeet
d6ffe00cd2
wined3d: Recognize the SM4 constant buffer register type.
2009-07-16 16:03:28 +02:00
Henri Verbeet
c4f8845bc9
wined3d: Recognize SM4 arrays.
...
This is for SM4 constant buffers, which look like cb<x>[<y>]. At some later
point we should probably translate pre-SM4 constants to constant buffers.
2009-07-16 16:03:23 +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
6a04c2d5cc
wined3d: Don't call glGetError if nobody is listening.
2009-07-16 11:15:40 +02:00
Henri Verbeet
ae8e8ac73f
wined3d: Check the return values for some wgl calls.
2009-07-15 13:24:24 +02:00
Henri Verbeet
476c83522b
wined3d: Remove the remains of an ATI_fragment_shader hack.
...
This was originally added as a workaround for a Mesa bug by commit
ddf52dda15
. The other half of the hack has since
been removed. This code causes problems when wglDeleteContext() from a
different thread causes our current context to be destroyed, since
wglGetCurrentContext() will return a destroyed context in that case. That is a
flaw in our wgl implementation, since wglDeleteContext() shouldn't allow a
context that's current in a different thread to be destroyed, but this hack is
a bad idea regardless.
2009-07-15 13:24:19 +02:00
Stefan Dösinger
3c2fa6aea4
wined3d: Set the depth blit helper texture address mode to clamp.
...
On ATI cards we use the driver's GL_ARB_texture_non_power_of_two emulation to
support conditional NP2 textures without having to deal with the denormalized
coordinates. The default GL_TEXTURE_2D address mode is incompatible with
GL_ARB_texture_rectangle however.
2009-07-15 13:17:12 +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
Stefan Dösinger
17769497eb
wined3d: Drop the color0 mov optimization if the src is overwritten.
2009-07-10 13:07:33 +02:00
Stefan Dösinger
8a6553da14
wined3d: Only use 4 component specular colors if GL allows it.
2009-07-10 13:07:33 +02:00
Henri Verbeet
38cb9d02b1
wined3d: Take geometry shaders into account in shader_glsl_load_constantsB().
2009-07-10 12:13:29 +02:00
Henri Verbeet
69b7612265
wined3d: Get rid of struct glDescriptor.
...
In general it might not be a bad idea to group GL specific data into a
separate struct, but IWineD3DSurfaceImpl is currently the only thing that
bothers. It doesn't get it quite right either, since e.g. the PBO isn't in
glDescriptor either.
2009-07-10 12:13:24 +02:00
Henri Verbeet
038d939941
wined3d: Remove GetGlDesc() from the public IWineD3DSurface interface.
2009-07-10 12:13:09 +02:00
Henri Verbeet
60e0997c79
wined3d: Simplify the GLSL sRGB write code.
2009-07-10 12:13:03 +02:00
Stefan Dösinger
c0e5c8f481
wined3d: Update Nvidia driver versions.
2009-07-09 12:47:39 +02:00
Stefan Dösinger
cfd0652980
wined3d: Add Intel GMA X3100 to our card DB.
2009-07-09 12:47:33 +02:00
Stefan Dösinger
37b73478f1
wined3d: An indirect address op can adjust min and max at the same time.
2009-07-09 12:47:24 +02:00
Henri Verbeet
9cf7888002
wined3d: Fix some cast-qual warnings.
2009-07-09 11:38:07 +02:00
Henri Verbeet
95d9b1271f
wined3d: Get rid of the useless "fragcolor" variable in shader_glsl_generate_pshader().
2009-07-09 11:38:05 +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
bddc4d3f0d
wined3d: Reuse the shader buffer between shaders.
2009-07-09 11:37:53 +02:00
Henri Verbeet
6211643bf5
wined3d: Fix a sign compare warning in shader_vaddline().
2009-07-08 20:14:44 +02:00
Henri Verbeet
e41831990d
wined3d: Fix a sign compare warning in glsl_shader.c.
2009-07-08 20:14:35 +02:00
Henri Verbeet
949cd089d5
wined3d: Trace the D3D shader in find_glsl_vshader() / find_glsl_pshader().
...
It's quite useful to know to which D3D shader a GLSL shader corresponds.
2009-07-08 20:14:32 +02:00
Henri Verbeet
6d8e1e52c8
wined3d: Avoid destroying the currently active context for non-implicit swapchains.
2009-07-08 20:14:25 +02:00
Henri Verbeet
7089128d2a
wined3d: Implement a A8R8G8B8 to X8R8G8B8 surface format converter.
2009-07-08 20:14:21 +02:00
Erik Inge Bolsø
48995f3354
wined3d: Fix Nvidia GTX series misdetection.
2009-07-08 20:13:25 +02:00
Henri Verbeet
3484d46a36
wined3d: Replace some shader_is_pshader_version() calls with plain type checks.
2009-07-07 11:50:35 +02:00
Henri Verbeet
699f68cdee
wined3d: Get rid of some pointers in WINED3DADAPTER_IDENTIFIER.
...
This also avoids some unchecked strcpy() calls.
2009-07-07 11:50:30 +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
Henri Verbeet
7ec911adeb
wined3d: Avoid an unnecessary strcpy().
2009-07-07 11:49:54 +02:00
Henri Verbeet
c9257aed85
wined3d: Avoid a forward declaration.
2009-07-06 14:35:27 +02:00
Henri Verbeet
4571455fea
wined3d: Remove the gl_renderer field from WineD3D_GL_Info.
2009-07-06 14:35:27 +02:00
Henri Verbeet
b2331ec79b
wined3d: Get rid of the unused gl_version and glx_version fields.
2009-07-06 14:35:27 +02:00
Henri Verbeet
966f8f452d
winedd3d: Get rid of a useless trace.
...
gl_card isn't initialized yet here, and GL_RENDERER is already printed
earlier.
2009-07-06 14:35:27 +02:00
Henri Verbeet
ad0ef46a39
wined3d: Get rid of the redundant "return_value" variable.
2009-07-06 14:35:27 +02:00
Alexandre Julliard
56af92b073
makefiles: Regenerate the source lists using make_makefiles.
2009-07-03 13:26:38 +02:00
Henri Verbeet
17688365ed
wined3d: Don't accept NULL as a valid result from glGetString().
2009-07-03 13:05:52 +02:00
Henri Verbeet
532b99078e
wined3d: Don't abuse blending to disable color writes in surface_depth_blt().
2009-07-03 13:05:52 +02:00
Henri Verbeet
23ce9d72b8
wined3d: Get rid of wined3d_fake_gl_context_cs.
2009-07-03 13:05:52 +02:00
Henri Verbeet
4cacf2e08f
wined3d: Use a proper structure for storing initial GL context information.
2009-07-03 13:05:51 +02:00
Henri Verbeet
db6ea72201
wined3d: Get rid of the silly refcount for the "fake" GL context.
2009-07-02 12:01:02 +02:00
Henri Verbeet
b5da7f49d3
wined3d: Don't reuse random GL contexts during initialization.
...
Obviously there's no guarantee about the state of such a context. The specific
problem is that it might have GL_UNPACK_CLIENT_STORAGE_APPLE enabled, causing
some glTexImage2D() calls to fail, but it's a bad idea in general.
2009-07-02 12:00:50 +02:00
Henri Verbeet
50e9ad66e2
wined3d: Clear the last device in WineD3D_CreateFakeGLContext().
2009-07-02 12:00:44 +02:00
Henri Verbeet
670d9ad90b
wined3d: Check if formats support blending when attached to an FBO.
...
Remove the post-pixelshader blending flag if the format doesn't. Note that the
patch doesn't enforce this restriction yet, it only adjusts the reported
format capabilities.
2009-07-02 12:00:38 +02:00
Henri Verbeet
6feb7c62ca
wined3d: Make sure the rtInternal format is supported.
2009-07-02 12:00:31 +02:00
Tobias Jakobi
05c4d0a8b0
wined3d: Fix comments about NP2 fixup.
2009-07-02 11:57:01 +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
Tobias Jakobi
2d532a1597
wined3d: Add ps_arb_max_local_constants.
2009-07-02 11:56:27 +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
Henri Verbeet
c475789bb6
wined3d: Move the driver_quirk structure to directx.c.
2009-07-01 11:41:38 +02:00
Henri Verbeet
50419daa11
wined3d: Try to activate the original context for queries.
2009-07-01 11:41:33 +02:00
Henri Verbeet
ca69ec0e85
wined3d: Recognize geometry shaders in shader_trace_init().
2009-07-01 11:41:27 +02:00
Henri Verbeet
5df58b7f89
wined3d: Replace "pshader" checks with explicit type checks in shader_get_registers_used().
2009-07-01 11:41:21 +02:00
Henri Verbeet
1911adcea5
wined3d: Consolidate "color0_mov" handling a bit.
2009-06-30 12:55:45 +02:00
Henri Verbeet
02a0614aa1
wined3d: Use dst_param.reg.idx to index reg_maps->texcoord_mask.
2009-06-30 12:55:40 +02:00
Henri Verbeet
03702e1de3
wined3d: Remove some redundant pshader checks.
2009-06-30 12:55:24 +02:00
Henri Verbeet
592361be38
wined3d: Pass the shader type to shader_record_register_usage().
2009-06-30 12:55:19 +02:00
Henri Verbeet
5b6877ee62
wined3d: Remove shader_is_version_token().
2009-06-30 12:55:11 +02:00
Henri Verbeet
4075e45d81
wined3d: Add a WARN to IWineD3DDeviceImpl_SetFrontBackBuffers() about potentially being called without a GL context.
2009-06-29 12:30:37 +02:00
Henri Verbeet
f57967c983
wined3d: Always check the result of wglMakeCurrent().
2009-06-29 12:30:28 +02:00
Henri Verbeet
40565211fb
wined3d: Prevent GL calls from DestroyContext() if we failed to make the GL context current.
...
This can happen if the window is destroyed before the device is released.
2009-06-29 12:30:24 +02:00
Henri Verbeet
6df3f23bca
wined3d: Add some missing GL locking to init_format_fbo_compat_info().
2009-06-29 12:30:18 +02:00
Stefan Dösinger
d5e2c14225
wined3d: Add a NOP ret handler to GLSL.
2009-06-29 12:28:49 +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
Stefan Dösinger
1f8761219b
wined3d: Only update the screen when the frontbuffer was changed.
...
There is no need to copy the frontbuffer to the screen when the backbuffer was
modified...
2009-06-29 12:27:55 +02:00
Francois Gouget
5aac7fe783
wined3d: Add a trailing '\n' to a FIXME() trace.
2009-06-26 14:40:21 +02:00
Henri Verbeet
7363b6e2e3
wined3d: Document GL context dependencies.
2009-06-26 12:05:07 +02:00
Henri Verbeet
626baad817
wined3d: Make sure we have an active GL context before calling d3dfmt_p8_upload_palette().
2009-06-26 12:05:00 +02:00
Henri Verbeet
1b306c25e2
wined3d: Make sure we have an active GL context before calling surface_remove_pbo().
2009-06-26 12:04:57 +02:00
Henri Verbeet
db5b126da6
wined3d: Make sure we have an active GL context in IWineD3DSurfaceImpl_UnLoad().
2009-06-26 12:04:53 +02:00
Henri Verbeet
181442a6a2
wined3d: Make sure queries have an active GL context.
2009-06-26 12:04:48 +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
Tobias Jakobi
a9f912466b
wined3d: Force NP2 fixup constant reloading in shader_glsl_select.
2009-06-25 14:34:13 +02:00
Tobias Jakobi
ef7f769be6
wined3d: Enable constant packing for NP2 texcoord fixup.
...
Previously every texture that was flagged for NP2 fixup used a vec2
uniform in the shader to store texture dimensions. Turns out that the
GLSL compilers just maps vec2 to vec4, so essentially wasting 2
floats. The new code only uses vec4 uniforms but packs dimensions info
of 2 textures into a single uniform.
2009-06-25 14:34:13 +02:00
Tobias Jakobi
7906774339
wined3d: Add ps_np2fixup_info structure.
2009-06-25 14:34:13 +02:00
Henri Verbeet
4a137815db
wined3d: Make sure we have an active GL context in IWineD3DDeviceImpl_SetCursorProperties().
2009-06-25 11:47:34 +02:00
Henri Verbeet
5dcbc40581
wined3d: Make sure we have an active GL context in context_resource_released().
2009-06-25 11:47:28 +02:00
Henri Verbeet
94cd8656ea
wined3d: Make context_resource_released() responsible for activating a different GL context.
...
In case lastActiveRenderTarget is destroyed.
2009-06-25 11:47:24 +02:00
Henri Verbeet
964f4b0157
wined3d: Make sure we have an active GL context in buffer_PreLoad().
2009-06-25 11:47:16 +02:00
Henri Verbeet
11fd358cc6
wined3d: Make sure we have an active GL context in delete_opengl_contexts().
2009-06-25 11:47:09 +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
Henri Verbeet
114b5bdefb
wined3d: Fix a comment.
...
This was actually broken by 122af07a30
.
2009-06-23 11:48:10 +02:00
Gerald Pfeifer
569b448e13
wined3d: Fix logical condition in find_clip_texcoord().
2009-06-22 13:25:27 +02:00
Henri Verbeet
e5e4d1e9a7
wined3d: Add an rtInternal fallback for WINED3DFMT_R16G16_UNORM.
2009-06-22 12:59:21 +02:00
Henri Verbeet
404f4f7321
wined3d: Get rid of some asserts.
2009-06-22 12:59:16 +02:00
Henri Verbeet
7598ab2c84
wined3d: Get rid of DEBUG_SINGLE_MODE.
2009-06-22 12:59:04 +02:00
Henri Verbeet
9a58f37cd3
wined3d: Move the num_untracked_materials lookup out of the main drawing loop.
2009-06-22 12:58:59 +02:00
Henri Verbeet
37491bb5d1
wined3d: Simplify the transformed position fixup a bit.
2009-06-22 12:58:54 +02:00
Stefan Dösinger
95788401af
wined3d: GLSL 1.20 includes gl_FragData[] syntax.
...
This means we don't have to enable ARB_draw_buffers explicitly.
2009-06-22 11:27:20 +02:00
Stefan Dösinger
3845b37a21
wined3d: Advertise SM 3.0 in ARB if the extensions are available.
2009-06-22 11:27:11 +02:00
Stefan Dösinger
e211a0b4a4
wined3d: Enable Shader Model 2.0 in ARB.
...
If the needed constants are available, we can support all vs_2_0 and ps_2_0
requirements with the plain ARB extensions. We cannot however, run SM 2.0a or
SM 2.0b.
2009-06-22 11:27:05 +02:00
Stefan Dösinger
e1c6b73e2d
wined3d: Make the ARB index offset work with emulated MOVA.
2009-06-22 11:26:57 +02:00
Stefan Dösinger
77820d5ea5
wined3d: XXXC CC doesn't work even with NV_FP2 on.
2009-06-22 11:26:50 +02:00
Stefan Dösinger
26d17fe04c
wined3d: Implement MRTs in ARB.
2009-06-22 11:26:43 +02:00
Stefan Dösinger
bb8bcf5878
wined3d: Reload the first 8 constants on a 1.x and != 1.x ps switch.
...
ps 1.x constants are clamped to [-1;1], constants in >= 2.0 pshaders
are not. This means we have to reload constants when switching between
those shader types in ARB. In GLSL this is not a concern because
constants are tied to program objects and are reloaded on a shader
change anyway.
2009-06-22 11:26:33 +02:00
Stefan Dösinger
2364ce08e5
d3d9: Add a SGN test.
2009-06-22 11:26:14 +02:00
Stefan Dösinger
20401fa9af
wined3d: Invalidate the srgb tex in surface::unload.
2009-06-22 11:25:57 +02:00
Robert Key
89b08bc6e2
wined3d: Add missing HD 3400 renderer string.
2009-06-19 14:54:58 +02:00
Stefan Doesinger
0188f96dd2
wined3d: Implement EvictManagedResources.
2009-06-19 14:54:04 +02:00
Stefan Doesinger
b2f09fd204
wined3d: Emulate clipplanes in ARB if the NV extensions are not available.
...
This patch tries to find a free texture coordinate to load up to 4 clip
coordinates into the pixel shader, and uses KIL to throw away fragments
that are cut by a clipplane. If no free texture coordinate is found,
clipping is not done. If more than 4 clipplanes are used, only the first
4 are actually enabled. That should be pretty rare though.
2009-06-19 14:54:00 +02:00
Stefan Doesinger
7baf7c6518
wined3d: Implement vertex texture fetch in ARB.
2009-06-19 14:53:50 +02:00
Stefan Doesinger
f1e97cdfbc
wined3d: Don't run out of varyings because of clipplanes.
2009-06-19 14:53:43 +02:00
Stefan Doesinger
b53b5909ff
wined3d: Handle SM 3.0 varyings in ARB.
2009-06-19 14:53:20 +02:00
Henri Verbeet
dcc490e82f
wined3d: Don't load a rendertarget just because alpha test is enabled.
...
Unlike the depth test, the alpha test doesn't compare to the existing fragment
but against a reference value.
2009-06-19 13:52:47 +02:00
Henri Verbeet
51902b89fb
wined3d: Remove a redundant ActivateContext() call in IWineD3DSurfaceImpl_UnlockRect().
...
The various LoadLocation() handlers already take care of activating an
appropriate context.
2009-06-18 15:17:27 +02:00
Henri Verbeet
c7b684f345
wined3d: Simplify IWineD3DSurfaceImpl_LockRect() a bit.
2009-06-18 15:17:27 +02:00
Henri Verbeet
9f252cd815
wined3d: Remove some useless code in IWineD3DDeviceImpl_SetLightEnable().
2009-06-18 15:17:27 +02:00
Henri Verbeet
550a3bbf96
wined3d: Reuse the FBO for check_fbo_compat().
2009-06-18 15:17:27 +02:00
Henri Verbeet
41d93e1dd1
wined3d: Make sure we have a context in stretch_rect_fbo().
...
Specifically, in case the source surface was offscreen, we would sometimes to
GL calls without active context.
2009-06-18 15:17:27 +02:00
Stefan Doesinger
3aaa530ca9
wined3d: Properly load the y correction.
2009-06-18 15:17:26 +02:00
Stefan Doesinger
7d5285acc1
wined3d: Properly free srgb textures.
2009-06-18 15:17:26 +02:00
Michael Abbott
2e119a2718
wined3d: Remove division from inner loop.
2009-06-18 15:17:26 +02:00
Yann Droneaud
a203876cc7
wined3d: Improved ATI Radeon HD 4xxx detection.
2009-06-17 12:43:20 +02:00
Stefan Doesinger
c9ef1ed28c
wined3d: Deal with instructions that do not support _SAT.
2009-06-17 12:24:43 +02:00
Stefan Doesinger
a7b605af64
wined3d: Implement D3DSPDM_PARTIALPRECISION support.
2009-06-17 12:24:35 +02:00
Stefan Doesinger
dfd338de77
wined3d: Add modifier support to tex and friends.
2009-06-17 12:20:54 +02:00
Stefan Doesinger
7856c1c26f
wined3d: Fix texm3x3pad.
...
The register number is already in the name we got from get_register_name,
don't add it twice.
2009-06-17 12:20:48 +02:00
Stefan Doesinger
cd348ac897
wined3d: Use bitfields for reg_maps uses* members.
2009-06-17 12:19:45 +02:00
Stefan Doesinger
58c3a0c832
wined3d: Implement vpos and vface.
2009-06-17 12:19:31 +02:00
Stefan Doesinger
ae600fe0c8
wined3d: Implement texldl in ARB.
2009-06-17 12:19:15 +02:00
Henri Verbeet
60317d027a
wined3d: Avoid some unneeded rendertarget copies.
2009-06-17 12:13:07 +02:00
Henri Verbeet
8be020776b
wined3d: Avoid some unneeded depthstencil copies.
2009-06-17 12:13:07 +02:00
Henri Verbeet
2c009e4d87
wined3d: Only initialize unused components of varyings that are read.
2009-06-17 12:13:07 +02:00
Henri Verbeet
fccb3d82fd
wined3d: Fall back to backbuffer offscreen rendering if FBOs are unavailable.
...
Backbuffer appears to be a better choice than PBuffer at the moment, since
PBuffer appears to be somewhat broken.
2009-06-17 12:13:07 +02:00
Henri Verbeet
dad6c311ec
wined3d: Fix a typo.
2009-06-17 12:13:07 +02:00
Stefan Doesinger
4830a29101
wined3d: Implement texldd in ARB.
2009-06-16 13:57:34 +02:00
Stefan Doesinger
2f6a713805
wined3d: Use flags instead of bools to control shader_hw_sample.
2009-06-16 13:57:30 +02:00
Stefan Doesinger
e608ef856e
wined3d: Implement IFC in ARB.
2009-06-16 13:57:20 +02:00
Stefan Doesinger
dfefbcd00d
wined3d: Implement break and breakc.
2009-06-16 13:57:15 +02:00
Stefan Doesinger
c220bafa2c
wined3d: Unroll loops in ARB if needed.
...
This is needed to allow us to claim vs_2_0 support with plain
GL_ARB_vertex_program. vs_2_0 allows loops without breaks.
2009-06-16 13:57:04 +02:00
Henri Verbeet
23231d5a62
wined3d: Add format conversions for some depth stencil formats.
...
Although these formats aren't lockable, we still explicitly set the initial
surface data when creating the texture. Unfortunately that means we'll need
the conversion functions, even though all they'll ever convert will be zeroes.
2009-06-16 13:37:06 +02:00
Henri Verbeet
88162fabb8
wined3d: Get rid of the pointers in WINED3DSURFACE_DESC.
2009-06-15 13:42:29 +02:00
Henri Verbeet
fede35d1c5
wined3d: Introduce surface_calculate_size().
2009-06-15 13:42:28 +02:00
Henri Verbeet
5f581975dc
wined3d: Introduce surface_init() to handle most of the surface initialization.
2009-06-15 13:42:28 +02:00
Henri Verbeet
bbfdfb2f1f
wined3d: Introduce surface_gdi_cleanup().
2009-06-15 13:42:28 +02:00
Henri Verbeet
32613eb628
wined3d: Introduce surface_cleanup().
2009-06-15 13:42:28 +02:00
Henri Verbeet
7599520321
wined3d: Avoid checking depth/stencil and compressed formats in init_format_fbo_compat_info().
...
Checking these is somewhat pointless since they should never be
color-renderable according to the FBO spec. This patch also happens to avoid
dereferencing a NULL pointer inside fglrx.
2009-06-12 17:33:15 +02:00
Henri Verbeet
669891c817
wined3d: Respect the "srgb" parameter to IWineD3DSurfaceImpl_BindTexture().
...
This is mostly for consistency, standalone surfaces can't be used for
texturing, so in practice "srgb" should always be FALSE in this path.
2009-06-12 17:33:15 +02:00
Henri Verbeet
4bc6b376e0
wined3d: Remove the useless "resource_type" parameter from IWineD3DDevice::CreateSurface().
2009-06-12 17:33:15 +02:00
Henri Verbeet
8f67918f1d
wined3d: Use WINED3DFMT_FLAG_COMPRESSED instead of checking for specific formats.
2009-06-12 17:33:15 +02:00
Henri Verbeet
71e12ae936
wined3d: Use the compressed format info in IWineD3DBaseSurfaceImpl_LockRect().
2009-06-12 17:33:15 +02:00
Rico Schüller
3ea66d6026
wined3d: Don't allow a negative lock_count in buffer_Unmap.
2009-06-11 13:23:25 +02:00
Henri Verbeet
5fbf895da6
wined3d: Use the format info to calculate compressed surface pitch in IWineD3DBaseSurfaceImpl_GetPitch().
2009-06-11 11:53:55 +02:00
Henri Verbeet
da12ac05a4
wined3d: Use the format info to calculate compressed surface size in IWineD3DBaseSurfaceImpl_SetFormat().
2009-06-11 11:53:55 +02:00
Henri Verbeet
e255f971e4
wined3d: Use the format info to calculate compressed surface size in IWineD3DDeviceImpl_CreateSurface().
2009-06-11 11:53:55 +02:00
Henri Verbeet
1ad485ff83
wined3d: Improve some TRACEs in init_format_fbo_compat_info().
2009-06-11 11:53:54 +02:00
Henri Verbeet
b052c6e8aa
wined3d: Remove some redundant s3tc extension checks.
...
If the extension isn't available to surface shouldn't have been created. We
don't do extension checks for all the other formats either.
2009-06-11 11:53:54 +02:00
Stefan Dösinger
3f5936f6f7
wined3d: Don't set unloaded arrays to zero.
...
This causes memory corruption on MacOS, even if the app does not
reference undeclared arrays. Trying to avoid potential breakage in
broken apps which provoke undefined behavior is pointless if it causes
actual breakage in well-behaved apps (on ill-behaved drivers).
2009-06-10 11:52:58 +02:00
Stefan Dösinger
8e259d9fcd
wined3d: A small atifs bump map improvement.
...
Thanks to Roland Scheidegger from Tungsten Graphics for the suggestion to
replace the 2 movs + dp2add with two MADs, where one can conveniently be
coissued with the other dp2add.
2009-06-10 11:52:24 +02:00
Stefan Dösinger
258d99d289
wined3d: Implement dsy in ARB.
2009-06-10 11:52:15 +02:00
Stefan Dösinger
51cdc9d361
wined3d: Implement loops with the NV extensions.
2009-06-10 11:52:01 +02:00
Stefan Dösinger
298bd3c50d
wined3d: Store the bumpmap ARB constants in ARB structures.
2009-06-10 11:51:49 +02:00
Henri Verbeet
e83fa982ca
wined3d: Use the format info for doing compressed surface blits in BltFast().
2009-06-10 11:51:12 +02:00
Henri Verbeet
61fd875bb4
wined3d: Store compression information about compressed formats.
2009-06-10 11:51:04 +02:00
Henri Verbeet
9d71a5f1e0
wined3d: Round rows up to whole blocks for compressed surface blits in BltFast().
2009-06-10 11:50:57 +02:00
Henri Verbeet
a25e63c62d
wined3d: Check the correct extensions in d3dfmt_get_conv().
...
According to Stefan these are either typos or leftovers from using GL_HILO8_NV.
2009-06-10 11:50:44 +02:00
Henri Verbeet
5ac8a7b054
wined3d: Set explicitly sized internal formats for color key conversion in d3dfmt_get_conv().
2009-06-10 11:50:31 +02:00
Henri Verbeet
910455e435
wined3d: Add some FIXMEs about blitting with unsupported fixups.
2009-06-09 17:01:14 +02:00
Henri Verbeet
621da64245
wined3d: Get rid of the silly pointers in WINED3DVOLUME_DESC.
2009-06-09 17:01:14 +02:00
Henri Verbeet
08d95233e3
wined3d: Don't modify the internal format in d3dfmt_get_conv().
...
For most conversions the internal format is irrelevant. Color key conversions
are an exception, because they need to ensure an alpha channel is present.
2009-06-09 17:01:14 +02:00
Henri Verbeet
fcf6a27a9b
wined3d: Simplify some code in set_glsl_shader_program().
2009-06-09 17:01:14 +02:00
Henri Verbeet
a6dc31e442
wined3d: Avoid comparing shader compile args if the relevant shader isn't present.
2009-06-09 17:01:14 +02:00
Frank Richter
6136884120
d3d9: Fix bitmask for A2R10G10B10 format.
2009-06-08 16:22:18 +02:00
Gerald Pfeifer
6d1a76fb10
wined3d: Fix (and simplify) the ATI case in IWineD3DImpl_FillGLCaps.
2009-06-08 14:29:01 +02:00
Gerald Pfeifer
7856ac3c19
wined3d: Use & instead of && for bit test in IWineD3DDeviceImpl_CreateSurface().
2009-06-08 14:28:54 +02:00
Henri Verbeet
7422babd88
wined3d: Set FBO stencil attachments for relevant depth stencil formats.
2009-06-08 12:44:27 +02:00
Henri Verbeet
a2244051ef
wined3d: Use context_attach_depth_stencil_fbo() to clear FBO depth attachments.
2009-06-08 12:44:22 +02:00
Henri Verbeet
13aea3a131
wined3d: Use GL_DEPTH32F_STENCIL8 for WINED3DFMT_D24FS8.
2009-06-08 12:44:17 +02:00
Henri Verbeet
4bc2180821
wined3d: Use GL_DEPTH_COMPONENT32F for WINED3DFMT_D32F_LOCKABLE.
2009-06-08 12:44:13 +02:00
Henri Verbeet
d3bc045f26
wined3d: Add support for the ARB_depth_buffer_float extension.
2009-06-08 12:44:08 +02:00
Henri Verbeet
f8c4832276
wined3d: Use GL_DEPTH24_STENCIL8_EXT for depth stencil formats.
2009-06-05 15:19:56 +02:00
Henri Verbeet
d08f4fb5f5
wined3d: Add support for EXT_packed_depth_stencil.
2009-06-05 15:19:56 +02:00
Henri Verbeet
a5876bb91e
wined3d: Use FBOs for offscreen rendering by default.
2009-06-05 15:19:40 +02:00
Henri Verbeet
fb7531599f
wined3d: Only use stretch_rect_fbo() on surfaces that are FBO attachable.
2009-06-05 15:19:35 +02:00
Henri Verbeet
786408fb95
wined3d: Check FBO compatibility on all formats with a GL format.
...
Instead of just the ones that have a fallback specified.
2009-06-05 14:43:25 +02:00
Henri Verbeet
b93c3b3253
wined3d: Set texture filtering to NEAREST in check_fbo_compat().
2009-06-05 14:43:25 +02:00
Henri Verbeet
0571ebcee3
wined3d: Add extension detection to the GL format template table.
2009-06-05 14:43:25 +02:00
Henri Verbeet
a2440aed7e
wined3d: Add extension detection for ARB_depth_texture.
2009-06-05 14:43:25 +02:00
Henri Verbeet
daeb86d620
wined3d: Don't use the vertex/pixel shader when we're not supposed to.
...
This also avoids removing programs from lists they're not in in
delete_glsl_program_entry().
2009-06-05 14:43:25 +02:00
Henri Verbeet
cae6a32b08
wined3d: Check the result from wine_rb_get() before using it in WINE_RB_ENTRY_VALUE.
2009-06-05 14:43:25 +02:00
Henri Verbeet
a44f84fdf7
wined3d: Add a proper enum value for "no extension".
...
This would allow an extension check for ARB_COLOR_BUFFER_FLOAT to work.
2009-06-04 12:19:02 +02:00
Henri Verbeet
0a059aafbe
wined3d: Check FBO compatibility after the fixups are applied.
2009-06-04 12:18:47 +02:00
Henri Verbeet
faaea93573
wined3d: Remove WINED3DFMT_R16G16B16A16_SNORM from the GL formats template.
...
This entry obviously can't work correctly.
2009-06-04 12:18:42 +02:00
Henri Verbeet
0cf49767ad
wined3d: Remove entries without an internal format from the GL formats template.
2009-06-04 12:18:33 +02:00
Henri Verbeet
37bdcd6b9b
wined3d: Free priv->stack in shader_glsl_free().
2009-06-04 12:18:27 +02:00
Henri Verbeet
ad6279de9f
wined3d: Replace the wined3d hash table with the generic red-black tree.
2009-06-03 11:40:14 +02:00
Henri Verbeet
97f320a77b
wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.
2009-06-03 11:39:16 +02:00
Henri Verbeet
9e69b86a03
wined3d: Introduce volumetexture_cleanup().
2009-06-03 11:39:09 +02:00
Henri Verbeet
b0ba731bd5
wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization.
2009-06-03 11:39:04 +02:00
Henri Verbeet
aabb51286d
wined3d: Introduce cubetexture_cleanup().
2009-06-03 11:38:55 +02:00
Henri Verbeet
5171a65d81
wined3d: Introduce texture_init() to handle most of the 2D texture initialization.
2009-06-03 11:38:50 +02:00
Stefan Dösinger
2afcb794f2
wined3d: Implement clipplanes in the ARB backend.
...
Using GL_NV_vertex_program2_option so far. If we're really desparate we can
handle some cases without the extension by using a custom varying and texkill
in the fragment program.
2009-06-02 12:09:54 +02:00
Stefan Dösinger
1276b090b4
wined3d: Update clipplanes on a shader-fixed function switch.
...
The view matrix that was set at the time the clipplane was applied is
hardcoded into the clipplane. With vertex shaders clip planes ignore
the view matrix in d3d. We implement that, but this also means that
the clip planes potentially change when we switch between vs and fixed
func.
2009-06-02 12:09:46 +02:00
Stefan Dösinger
dfc9141458
wined3d: Use condition code for sRGB write correction if available.
...
This gives a small performance improvement. Don't enable NVfp for it though,
because the NVfp penalty is bigger than the gain from this patch. But if NVfp
is enabled anyway, make use of it.
2009-06-02 12:09:38 +02:00
Stefan Dösinger
7e1100d0e4
wined3d: Handle LRP in vertex shaders.
...
The ARB "LRP" instruction is a fragment program only instruction. It is
however valid in vs_2_0+ vertex shaders, so we have to emulate it.
2009-06-02 12:09:26 +02:00
Henri Verbeet
22022cf8b3
wined3d: Create a texture_cleanup() function.
2009-06-02 11:57:22 +02:00
Henri Verbeet
451a416fcf
wined3d: Call resource_init() from basetexture_init().
2009-06-02 11:57:22 +02:00
Henri Verbeet
812ee5208c
wined3d: Partially revert 7433eb76b5
.
...
The write mask sizes for the input and output semantics can be different,
resulting in compilation failure.
2009-06-02 11:57:22 +02:00
Stefan Dösinger
38076e08ca
wined3d: Add a comment about texbem and X2D.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
de12f880ce
wined3d: Don't enable the NV frag extensions if we don't need them.
...
Enabling the NV extensions occupies a temp register for some reason. Avoid
needlessly enabling it.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
5a07bacd36
wined3d: Write result.color in one mov.
...
Otherwise the Nvidia assembler needs one temp reg.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
050735be79
wined3d: Revert "WineD3D: use CMP instead of SLT and SGE in sRGB correction".
...
This reverts patch ba35760f9f
.
The original patch did not achive its goal, because CMP is a macro that is
expanded to SLT, SGE, MUL, MAD, at least on nvidia hardware. To make matters
worse, it uses a temporary register, and the assembler usually is not clever
enough to find a free temporary from the shader code. If we generate the code
outselves we can pick one of our temps for this job.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
8665ee5906
wined3d: Use Rx registers for sRGB correction if possible.
...
This removes another reason to declare TA, TB and TC.
2009-06-01 16:16:00 +02:00
Stefan Dösinger
7168b62323
wined3d: Use NRM from GL_NV_fragment_program2 if available.
2009-05-29 11:27:51 +02:00
Stefan Dösinger
d8e219be75
wined3d: Avoid the TMP_COLOR mov in some cases.
...
Many 2.0 and 3.0 shaders end with a "mov oC0, rx". If sRGB writing is enabled,
the ARB backend writes to a TMP_COLOR temporary, and at the end of the shader
writes the sRGB corrected color to result.color. If oC0 is not partially
rewritten after the mov, we can ignore the mov, not declare TMP_COLOR at all,
and just use the rx register as input for the sRGB correction code. This saves
a temporary and an instruction.
2009-05-29 11:27:44 +02:00
Stefan Dösinger
da7176be2a
wined3d: Use DP2A or X2D for dp2add if available.
2009-05-29 11:27:29 +02:00
Stefan Dösinger
e2be741bc0
wined3d: Remove a MESA hack.
2009-05-29 11:27:23 +02:00
Stefan Dösinger
5f723bc44a
wined3d: Allocate the proper size for the lconst map.
2009-05-29 11:27:14 +02:00
Henri Verbeet
7433eb76b5
wined3d: Use the proper OUT swizzle in handle_ps3_input().
2009-05-29 11:26:54 +02:00
Henri Verbeet
5654544725
wined3d: Add device resources from resource_init().
...
This is consistent with removing them from resource_cleanup().
2009-05-29 11:26:44 +02:00
Henri Verbeet
5e0f541621
wined3d: Remove ResourceReleased() from the public device interface.
2009-05-29 11:26:38 +02:00
Henri Verbeet
d37472f27b
wined3d: Add missing ActivateContext calls to shader_destroy() implementations.
2009-05-29 11:26:32 +02:00
Louis Lenders
06936f04c0
wined3d: Fix CheckDeviceMultiSampleType when queried with D3DMULTISAMPLE_NONE.
2009-05-28 15:02:08 +02:00
Stefan Dösinger
e70c80add9
wined3d: Emulate if(bool) in ARB shaders.
2009-05-28 12:46:01 +02:00
Stefan Dösinger
e492dd858e
wined3d: Add a function around the handler table.
...
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
Stefan Dösinger
aad92c0780
wined3d: Manage vs_compile_args in the backends.
2009-05-28 12:45:32 +02:00
Stefan Dösinger
814dd42f25
wined3d: Manage ps_compiled_shader in the backends.
2009-05-28 12:45:21 +02:00
Stefan Dösinger
8763f6eac5
wined3d: Make find_gl_vshader backend specific.
2009-05-28 12:45:10 +02:00
Stefan Dösinger
732a9a15d5
wined3d: Remove the forward declaration added in the last patch.
2009-05-28 12:44:59 +02:00
Stefan Dösinger
d0d681c81e
wined3d: Make find_gl_pshader backend private.
2009-05-28 12:44:43 +02:00
Stefan Dösinger
5865d9c01b
wined3d: Store the compile args in the compile context, not the shader.
2009-05-28 12:44:22 +02:00
Henri Verbeet
13a05caa97
wined3d: Remove the "declaration" parameter to IWineD3DDeviceImpl_CreateVertexShader().
...
Once upon a time this was used for creating fake vertex shader
attribute semantics for d3d8 shaders. We don't need this anymore since
device_stream_info_from_declaration() will use the vertex
declaration's output slot to load the data, if present. That also
avoids the potentially expensive matching of attribute semantics
between vertex shader and declaration for d3d8.
2009-05-28 12:42:18 +02:00
Henri Verbeet
fcf7844653
wined3d: Match the d3d10 name for WINED3DDECLUSAGE_POSITION.
...
I.e., make sure that if a SM4 shader uses SV_POSITION it ends up as position
data.
2009-05-28 12:42:18 +02:00
Henri Verbeet
3925cd5f15
wined3d: Use the output signature to setup SM4 vertex shader output semantics.
2009-05-28 12:42:18 +02:00
Stefan Dösinger
0629585c24
wined3d: Work around an ARBFP vs GLSL bug in Mac OS.
2009-05-27 11:57:54 +02:00
Stefan Dösinger
6492622350
wined3d: sincos for vertex shaders.
...
SCS is unfortunately a fragment program only instruction. If we have the NV
extensions we can use SIN and COS. Otherwise we have to approximate sine and
cosine with a taylor series. Luckily we're provided with the necessary
constants by the application.
2009-05-27 11:56:53 +02:00
Stefan Dösinger
2f3faf4526
wined3d: Put some ARB declarations in the right place.
...
TMP_POS is only used in vertex shaders, declare it in the vshader
specific code. The sRGB constants are only used by pixel shaders, so
move them to the ps specific code, and avoid reading the stateblock.
2009-05-27 11:56:29 +02:00
Stefan Dösinger
f484cbbf91
wined3d: Get rid of Tx hardcoding in texbem.
2009-05-27 11:56:07 +02:00
Stefan Dösinger
da1b8d0c8e
wined3d: Replace a few hardcoded Tx registers with proper name getters.
2009-05-27 11:56:01 +02:00
Stefan Dösinger
7fc4279cb8
wined3d: Implement DSX in ARB.
...
DSY is not that easy because we have to deal with the inverted coordinate
system in onscreen(!) rendering - see GLSL dsy.
2009-05-27 11:55:52 +02:00
Henri Verbeet
2ee0d47a49
wined3d: Use strings for shader input/output semantics.
2009-05-27 11:12:12 +02:00
Henri Verbeet
19cb4594e3
wined3d: Use a separate structure for vertex shader attributes.
...
In D3D10 shaders input/output semantics are strings rather than predefined
types. Unfortunately, the code in vshader_get_input() can be performance
critical, depending on application behaviour. Since vshader_get_input() is
only relevant for d3d9 shaders anyway, just store the usage and usage_idx for
these shaders.
2009-05-27 11:12:07 +02:00
Henri Verbeet
e6efb797c3
wined3d: Make "packed_output" a bitmap.
2009-05-27 11:11:57 +02:00
Henri Verbeet
10fadadc54
wined3d: Use the "input_registers" bitmap for vertex shader attributes as well.
2009-05-27 11:11:53 +02:00
Henri Verbeet
664b17b9ee
wined3d: Make "packed_input" a bitmap.
2009-05-27 11:11:48 +02:00
Henri Verbeet
1ccfab171f
wined3d: Use SM3 shader limits for SM4.
...
This isn't completely right, since as far as I'm aware SM4 doesn't have shader
limits in the same sense as previous shader models, but this should do for now.
2009-05-26 13:50:08 +02:00
Henri Verbeet
f0e303b0f2
wined3d: Add the output signature to IWineD3DDevice_CreateVertexShader().
2009-05-26 13:49:55 +02:00
Henri Verbeet
2153b4d998
wined3d: Split the info log into separate lines.
2009-05-26 13:49:50 +02:00
Henri Verbeet
1d7845dd33
wined3d: Pass a proper format desc to resource_init() in IWineD3DDeviceImpl_CreateBuffer().
2009-05-26 13:49:37 +02:00
Louis Lenders
f55522ab6b
wined3d: Match device name string to windows one.
2009-05-25 14:21:56 +02:00
Henri Verbeet
6a9212a1b2
wined3d: Fix debug_d3dusagequery() to handle combinations of flags.
2009-05-25 11:23:53 +02:00
Henri Verbeet
7c2e91c592
wined3d: Fix debug_d3dusage() to handle combinations of flags.
2009-05-25 11:23:47 +02:00
Henri Verbeet
f347374470
wined3d: Remove some apparently leftover debug code.
2009-05-25 11:23:39 +02:00
Henri Verbeet
85107d81f4
wined3d: Remove some unnecessary forward declarations.
2009-05-25 11:23:32 +02:00
Chris Robinson
12799db349
wined3d: Decrement fbo_entry_count when one is removed from the list.
2009-05-25 11:22:25 +02:00
Chris Robinson
1d757fd6da
wined3d: Prevent erroneous FIXMEs on newer cards.
...
Cards that have 12 or more combined samplers can trigger a fixme if they have
the same amount of vertex samplers, even though it's plenty enough.
2009-05-25 11:22:13 +02:00
Stefan Dösinger
122af07a30
wined3d: Implement SGN in ARB.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
8e45e48b0c
wined3d: Support vec4 A0 with NV_vertex_program2_option.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
d0756ee537
wined3d: Support ABS and ABSNEG with NV extensions if available.
2009-05-21 16:17:52 +02:00
Stefan Dösinger
01ec5068e2
wined3d: Add NV asm extension support to the ARB backend.
2009-05-21 16:17:51 +02:00
Stefan Dösinger
60f20a2f39
wined3d: Support ABS and ABSNEG in ARB.
2009-05-21 16:17:51 +02:00
Stefan Dösinger
7b1d48721d
wined3d: Emulate the 4 component address register in ARB.
2009-05-20 10:55:17 +02:00
Stefan Dösinger
72e9e80f6e
wined3d: Prepare for vec4 address registers in ARB.
2009-05-20 10:55:09 +02:00
Stefan Dösinger
c7ca3793cc
wined3d: Implement mova rounding in arb.
2009-05-20 10:55:03 +02:00
Stefan Dösinger
bffb89101f
wined3d: Fix srgb correction.
2009-05-20 10:54:56 +02:00
Stefan Dösinger
e6cc81d287
wined3d: Get rid of the TMP register in fragment shaders.
...
To be able keep the temporary register in the type independent NRM
instruction, the vertex temporary register is renamed to TA to match
the name of a pixel shader register.
2009-05-20 10:54:50 +02:00
Stefan Dösinger
ba35760f9f
wined3d: Use CMP instead of SLT and SGE in sRGB correction.
...
This shortens the code and reduces the amount of temp regs used by 1.
2009-05-19 15:24:48 +02:00
Stefan Dösinger
ad217029b0
wined3d: Get rid of TMP accesses in texm3x3* instructions.
2009-05-19 15:24:39 +02:00
Stefan Dösinger
ced325f816
wined3d: Get rid of TMP access in texm3x2*.
...
texm3x2pad knows which register the following texm3x2depth or tex instruction
will use, and it knows that this register is uninitialized. So use it for
temporary storage instead of TMP.
2009-05-19 15:24:31 +02:00
Stefan Dösinger
17b001788f
wined3d: Get rid of TMP2 and some easy TMP register uses.
...
We have 5 temporary registers declared for private use. We can get rid of two
of them.
2009-05-19 15:24:21 +02:00
Stefan Dösinger
4bf980962a
wined3d: Only declare TMP_OUT in vertex shaders.
2009-05-19 15:24:13 +02:00
Stefan Dösinger
d7f282f241
WineD3D: Support more constants in ARB shaders.
...
GL_LIMIT - 1 for vertex programs and the GL limit in fragment programs. The
indirect addressing limitation in GLSL applies here as well.
2009-05-18 13:59:31 +02:00
Stefan Dösinger
c7839112c9
wined3d: Avoid declaring helper_const in vertex programs if possible.
2009-05-18 13:59:24 +02:00
Stefan Dösinger
2cb8f42168
wined3d: Support clipplanes with GLSL.
...
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Stefan Dösinger
45563979bd
wined3d: Update the bump constants after a shader change.
...
Since we're using local constants now, we have to update the constants after a
shader change.
2009-05-18 13:58:57 +02:00
Stefan Dösinger
3372846aa6
wined3d: Use local constants for bump parameters.
...
This simplifies the loading code a bit. The constants were never
designed to be at the same location in all shaders, so there's no
point in using program.env. This way we don't collide with the d3d
shader constants and its easier to work together with NP2 fixups and
other shaders.
2009-05-18 13:58:47 +02:00
Robert Key
0cea80708f
wined3d: Remove HD 4800 "2048MB for X2 versions" comment.
2009-05-18 13:36:23 +02:00
Robert Key
cce62569df
wined3d: Fix ATI HD4800 being reported as ATI 9500.
2009-05-15 11:55:20 +02:00
Stefan Dösinger
6fe1a5daa5
wined3d: Don't use TMP_COLOR unless srgb is enabled.
...
This was needed unconditionally in the past to apply fog, but since we're
using the ARBfp fog defines it is only needed if an sRGB correction is done
at the end of the shader.
2009-05-15 11:45:18 +02:00
Henri Verbeet
5d63179404
wined3d: Remove some unused defines.
2009-05-15 10:25:48 +02:00
Henri Verbeet
b35e469d9d
wined3d: Document functions that depend on the caller to do GL locking.
2009-05-15 10:25:41 +02:00
Henri Verbeet
3022a4a73c
wined3d: Add missing GL locking to check_fbo_compat().
2009-05-15 10:25:32 +02:00
Henri Verbeet
177d883d95
wined3d: Add missing GL locking to ffp_blit_set() and ffp_blit_unset().
2009-05-15 10:25:27 +02:00
Henri Verbeet
5bc449553b
wined3d: Add missing GL locking to d3dfmt_p8_upload_palette().
2009-05-15 10:25:22 +02:00
Stefan Dösinger
0123f81ce5
wined3d: Centralize WINED3DSPDM_SATURATE handling.
...
Besides the cleanup this patch will help to implement D3DSPDM_PARTIALPRECISION
with GL_NV_vertex_program2_option / GL_NV_fragment_program_option.
2009-05-14 14:27:33 +02:00
Stefan Dösinger
aeddd2da63
wined3d: Fix remaining incorrect dst register getters.
2009-05-14 14:27:25 +02:00
Stefan Dösinger
bcb20ae96c
wined3d: Fix a few more hardcoded pixel shader registers.
2009-05-14 14:27:19 +02:00
Stefan Dösinger
2327e316a2
wined3d: Tidy up pshader_hw_texreg2rgb and friends.
2009-05-14 14:27:14 +02:00
Stefan Dösinger
05cc344e7d
wined3d: Tidy up pshader_hw_dp2add.
2009-05-14 14:27:07 +02:00
Henri Verbeet
318fb7036b
wined3d: Add missing GL locking to test_pbo_functionality().
2009-05-14 11:12:57 +02:00
Henri Verbeet
639b258200
wined3d: Add missing GL locking to IWineD3DDeviceImpl_Uninit3D().
2009-05-14 11:12:52 +02:00
Henri Verbeet
e260132701
wined3d: Add missing GL locking to set_blit_dimension() calls.
2009-05-14 11:12:46 +02:00
Henri Verbeet
1070e075e4
wined3d: Add missing GL locking to calls to FBO functions.
2009-05-14 11:12:38 +02:00
Henri Verbeet
12c4af8dd8
wined3d: Add missing GL locking to delete_glsl_program_entry() calls.
2009-05-14 11:12:30 +02:00
Stefan Dösinger
ca1a979c69
wined3d: Tidy up pshader_hw_cmp.
2009-05-13 13:22:16 +02:00
Stefan Dösinger
c06aa361e0
wined3d: Tidy up pshader_hw_cnd.
2009-05-13 13:22:11 +02:00
Stefan Dösinger
90526ce761
wined3d: Separate Tx tempregs from Tx varyings in ARB.
...
ps_1_3 uses Tx to pass in texture coordinates, but also as temporary
registers. ps_1_4 and ps_2_0 only use them for texture coordinates. This patch
gets rid of the Tx = fragment.texcoord[x] assign in all shader versions, and
doesn't even declare Tx in ps_1_4 and ps_2_0.
The <=ps_1_3 instructions know which kind of input they expect from the Tx
register, so the instruction handlers now know if they have to read the
tempreg Tx or the varying fragment.texcoord[x].
2009-05-13 13:22:04 +02:00
Stefan Dösinger
fc5e511dda
wined3d: Fix 1.4 pshader projection in ARB.
...
shader_arb_add_src_param handled DW and TXP undid it again. Remove DZ DW from
the modifiers and handle it in the instruction. DZ cannot be handled by TXP as
is, so move the .z component to .w and make it DW-like. Using SZW+TXP is
likely more efficient than the RCP, MUL, TEX we'd get if we let
shader_arb_add_src_param do the job.
2009-05-13 13:21:43 +02:00
Stefan Dösinger
45799fdc4e
wined3d: Tidy up pshader_hw_tex.
...
Fix the indentation and replace the get_register_name with
shader_arb_get_dst_param.
2009-05-13 13:21:29 +02:00
Francois Gouget
514c5f2648
wined3d: Make surface_force_reload() static.
2009-05-13 12:45:36 +02:00
Henri Verbeet
b7ac22004f
wined3d: Add missing GL locking to shader_backend_t.shader_select() calls.
2009-05-13 12:01:57 +02:00
Henri Verbeet
7f14ea01c6
wined3d: Add missing GL locking to state table calls.
2009-05-13 12:01:52 +02:00
Henri Verbeet
59689262e7
wined3d: Add missing GL locking to shader_backend_t.shader_free_private() implementations.
2009-05-13 12:01:48 +02:00
Henri Verbeet
b5aee04023
wined3d: Add missing GL locking to fragment_pipeline.enable_extension() implementations.
2009-05-13 12:01:43 +02:00
Henri Verbeet
91c3a5eac1
wined3d: Directly call basetexture_apply_state_changes().
...
All the implementations of IWineD3DBaseTexture::ApplyStateChanges() forward to
basetexture_apply_state_changes().
2009-05-13 11:55:01 +02:00
Rico Schüller
2ef751883d
wined3d: Add UnregisterClass() on DLL_PROCESS_DETACH.
2009-05-12 12:33:57 +02:00
Henri Verbeet
0d446053da
wined3d: Don't create more than WINED3D_MAX_FBO_ENTRIES FBO entries.
...
This essentially turns the FBO entry list into an LRU cache.
2009-05-12 11:18:15 +02:00
Henri Verbeet
cad271f13d
wined3d: Print the correct limit in a WARN().
2009-05-12 11:18:08 +02:00
Henri Verbeet
adc9bfe3fd
wined3d: Pass a struct wined3d_shader_register to shader_record_register_usage().
2009-05-12 11:18:02 +02:00
Henri Verbeet
2039702035
wined3d: Pass a struct wined3d_shader_register to shader_dump_register().
2009-05-12 11:17:56 +02:00
Henri Verbeet
fef4253171
wined3d: Pass a struct wined3d_shader_register to shader_arb_get_register_name().
2009-05-12 11:17:45 +02:00
Stefan Dösinger
601030cfa9
wined3d: Standardize pshader_hw_texkill.
...
Use shader_arb_get_dst_param instead of get_register_name to find the register
name. Even though this adds support for modifiers(which aren't allowed by
native), this shouldn't hurt. If an app passes in an incorrect shader it
should be caught in the frontend.
2009-05-11 12:50:37 +02:00
Stefan Dösinger
5cfbfbc8b3
wined3d: Tidy up shader_hw_rsq_rcp.
2009-05-11 12:50:22 +02:00
Stefan Dösinger
da47f68522
wined3d: Simplify shader_hw_map2gl.
...
Most of the extra work done in the pixel shader code was not needed or
redundant. This patch unifies the two paths.
2009-05-11 12:50:01 +02:00
Stefan Dösinger
7a1f9c84f1
wined3d: Get rid of the strcat in shader_arb_add_dst_param and make it shader_arb_get_dst_param.
2009-05-11 12:49:54 +02:00
Stefan Dösinger
48c2b0d669
wined3d: Merge shader_arb_add_src_param and pshader_gen_input_modifier_line.
...
Mostly based on the code of pshader_gen_input_modifier_line. The space-adding
behavior of shader_arb_add_src_param was removed because the plurality of
instruction handlers passes an uninitialized buffer in and expects a register
name written to its start, and only map2gl and rcp_rsq use the space-adding
stuff. I'll change rcp_rsq in a later patch anyway. I changed the name to
shader_arb_get_src_param to reflect this behavior.
2009-05-11 12:48:35 +02:00
Henri Verbeet
9a579a43b1
wined3d: Use the output signature to map SM4 pixel shader outputs to the appropriate register.
2009-05-11 12:43:00 +02:00