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
d2409581e0
wined3d: Record register usage only once.
2009-05-08 18:16:48 +02:00
Stefan Dösinger
2fd485ae31
winedd: Move shader_*_add_instruction_modifiers into the shader backend.
2009-05-08 12:20:18 +02:00
Stefan Dösinger
f9276a6429
wined3d: Keep track of used float constants.
2009-05-08 12:15:15 +02:00
Henri Verbeet
5e473cb17f
wined3d: Group register information into struct wined3d_shader_register.
2009-05-08 12:13:17 +02:00
Henri Verbeet
690d666de5
wined3d: Add support for immediate constants to shader_dump_register().
2009-05-07 14:44:22 +02:00
Henri Verbeet
65622a052c
wined3d: Create a struct wined3d_shader_version to store version information.
...
The version tokens in SM1-3 and SM4 are similar, but not the same.
2009-05-07 14:44:21 +02:00
Henri Verbeet
5c63d93e18
wined3d: Store the shader version in the frontend's private data.
2009-05-07 14:44:21 +02:00
Stefan Dösinger
f5e24f7a85
wined3d: Implement texldd.
...
GL_ARB_shader_texture is supported on dx9 ATI cards(and probably dx10
ones too). For Nvidia cards I included a fallback to normal texld.
GL_EXT_gpu_shader4 supports similar texture*Grad GLSL functions, just
with an EXT prefix instead of ARB. For dx9 NV cards we'd have to use
GL_NV_fragment_program2, which supports a texldd equivalent on those
cards.
2009-05-05 14:12:52 +02:00
Henri Verbeet
454dd2ed07
wined3d: Implement shader_sm4_is_end().
2009-05-05 11:34:39 +02:00
Henri Verbeet
2a5a6a3439
wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend.
2009-05-05 11:34:28 +02:00
Henri Verbeet
868f5bfc7c
wined3d: Handle reading the shader header in the frontend.
...
In SM 1-3 this is just the version, in SM4 this also includes the token count.
2009-05-05 11:34:15 +02:00
Henri Verbeet
ef074cdde1
wined3d: Introduce a stubbed SM4 shader frontend.
2009-05-05 11:34:07 +02:00
Henri Verbeet
dddd1f0211
wined3d: Select the frontend based on the version token.
2009-05-04 12:53:16 +02:00
Henri Verbeet
5f96c0083a
wined3d: Add a frontend function to determine if there are any tokens left.
2009-05-04 12:53:12 +02:00
Henri Verbeet
2378108eb9
wined3d: Create a frontend for parsing shaders.
2009-05-04 12:53:08 +02:00
Henri Verbeet
5a7afd9b2a
wined3d: Move SM 1-3 parsing functions to their own file.
2009-05-04 12:53:04 +02:00
Henri Verbeet
6eb43e35c9
wined3d: Get rid of the remaining WINED3DSP_REGNUM_MASK usage.
2009-05-04 12:52:59 +02:00
Henri Verbeet
5e072395b4
wined3d: Avoid using WINED3DSP_REGNUM_MASK in the def/defi/defb handlers.
2009-05-01 13:12:08 +02:00
Henri Verbeet
a605fcd2fd
wined3d: Introduce shader_sm1_read_comment() to read shader comments.
2009-05-01 13:12:04 +02:00
Henri Verbeet
59705b9c20
wined3d: Use the shader_sm1_read_*() functions in shader_trace_init().
2009-05-01 13:11:42 +02:00
Henri Verbeet
752d80400d
wined3d: Merge shader_dump_arr_entry() into shader_dump_register().
2009-05-01 13:11:37 +02:00
Henri Verbeet
bf4f7bf34a
wined3d: Split shader_dump_param() in shader_dump_src_param() and shader_dump_dst_param().
2009-04-30 12:47:59 +02:00
Henri Verbeet
54a3054e5a
wined3d: Pass a struct wined3d_shader_semantic to shader_dump_decl_usage().
2009-04-30 12:47:56 +02:00
Henri Verbeet
032b8d4c02
wined3d: Explicitly pass register type, index, etc. to shader_dump_param().
2009-04-30 12:47:52 +02:00
Henri Verbeet
18df05eb34
wined3d: Explicitly pass the register type and index to shader_get_float_offset().
2009-04-30 12:47:44 +02:00
Henri Verbeet
88b6d5eb0b
wined3d: Relative addressing tokens are always source parameters.
...
So the "is_src" argument to shader_dump_arr_entry() is redundant (and wrong).
2009-04-29 13:08:29 +02:00
Henri Verbeet
52644ab053
wined3d: The "input" parameter to shader_dump_param() should be a BOOL.
...
It's used to determine if the token is a source or destination parameter. A
subsequent patch will split shader_dump_param() in two different functions.
2009-04-29 13:08:22 +02:00
Henri Verbeet
42a8041cb8
wined3d: Handle the sampler type shift in the frontend.
2009-04-29 13:08:14 +02:00
Henri Verbeet
65321dd1ce
wined3d: Introduce shader_sm1_read_semantic().
2009-04-29 13:08:08 +02:00
Henri Verbeet
8d4c90496f
wined3d: Store the sampler type in struct shader_reg_maps.
...
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Henri Verbeet
9db67a5971
wined3d: Clear reg_maps in shader_get_registers_used() instead of the callers.
2009-04-28 13:10:02 +02:00
Henri Verbeet
0df4514894
wined3d: Use shader_sm1_read_dst_param() and shader_sm1_read_src_param() in shader_get_registers_used().
2009-04-28 13:10:02 +02:00
Henri Verbeet
e001876163
wined3d: Create a separate function to record register usage.
2009-04-28 13:10:02 +02:00
Henri Verbeet
abc253f52f
wined3d: Add a function to read a destination parameter from SM1-3 bytecode.
2009-04-27 13:25:26 +02:00
Henri Verbeet
4e97e430d9
wined3d: Add a function to read a source parameter from SM1-3 bytecode.
2009-04-27 13:25:21 +02:00
Henri Verbeet
15953b94b6
wined3d: Use shader_sm1_read_opcode() in shader_trace_init().
2009-04-27 13:25:16 +02:00
Henri Verbeet
2b07565d6e
wined3d: Store D3D shader opcode names in a separate table.
2009-04-27 13:25:09 +02:00
Stefan Dösinger
7ab6c22f5a
wined3d: Support the full amount of constants in GLSL.
...
This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
2009-04-27 13:24:00 +02:00
Henri Verbeet
19b84ffda1
wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used().
2009-04-24 11:53:18 +02:00
Henri Verbeet
521fcf11db
wined3d: Add a function to read an opcode from SM1-3 bytecode.
2009-04-24 11:53:12 +02:00
Henri Verbeet
e63bd2ce21
wined3d: The first shader token should be the version token.
2009-04-24 11:53:00 +02:00
Henri Verbeet
35499d0c3c
wined3d: Handle the opcode specific control shift in the frontend rather than the backend.
2009-04-24 11:52:28 +02:00
Henri Verbeet
fba6f871cf
wined3d: Move frontend specfic constants to baseshader.c.
2009-04-23 14:22:06 +02:00
Henri Verbeet
d6494ad00c
wined3d: Move some frontend specfic code to baseshader.c.
2009-04-23 14:22:06 +02:00
Henri Verbeet
fc60083ed2
wined3d: Handle the destination modifier shift in the frontend rather than the backend.
2009-04-23 14:22:06 +02:00
Henri Verbeet
cf1bfc8c68
wined3d: Handle the source modifier shift in the frontend rather than the backend.
2009-04-22 13:14:26 +02:00
Henri Verbeet
fec1fa93cf
wined3d: Handle the swizzle shift in the frontend rather than the backend.
2009-04-22 13:14:14 +02:00
Henri Verbeet
baf2f94b76
wined3d: Get rid of the WINED3DVS_* swizzle constants.
...
They're redundant.
2009-04-22 13:14:09 +02:00