Matteo Bruni
20010235ad
wined3d: Keep track of texture transformation states in compiled pixel shaders.
2010-10-04 15:00:08 +02:00
Henri Verbeet
e12f5ff08a
wined3d: Pass a wined3d_state structure to find_ps_compile_args().
2010-09-29 12:22:39 +02:00
Henri Verbeet
8d5a25bbec
wined3d: Pass a wined3d_state structure to find_vs_compile_args().
2010-09-29 12:22:36 +02:00
Henri Verbeet
9224751a13
wined3d: Pass a wined3d_state structure to use_vs().
2010-09-28 17:33:17 +02:00
Henri Verbeet
b37ce45d6c
wined3d: Move pixel shader constants to wined3d_state.
2010-09-20 13:48:13 +02:00
Henri Verbeet
33dfb9539c
wined3d: Move the pixel shader to wined3d_state.
2010-09-20 13:48:13 +02:00
Henri Verbeet
8a148cc7c5
wined3d: Move vertex shader constants to wined3d_state.
2010-09-20 13:48:12 +02:00
Henri Verbeet
dd4aea36c9
wined3d: Move the vertex shader to wined3d_state.
2010-09-20 13:48:12 +02:00
Henri Verbeet
d728d5f0ec
wined3d: Move texture bindings to wined3d_state.
2010-09-18 13:05:49 +02:00
Henri Verbeet
5a3a4ac77a
wined3d: Remove IWineD3DBaseTexture::GetTextureDimensions() from the public wined3d interface.
2010-09-18 13:05:44 +02:00
Henri Verbeet
5b3c1a2082
wined3d: Move texture states to wined3d_state.
2010-09-16 10:12:17 -05:00
Henri Verbeet
b68d257710
wined3d: Get rid of redundant comparisons against NULL / 0.
2010-09-14 09:43:33 -05:00
Henri Verbeet
2af746b96e
wined3d: Check the GLSL info log for all shaders.
2010-08-25 11:57:24 +02:00
Stefan Dösinger
79666d2b6d
wined3d: Don't return a value from a void function.
2010-08-23 13:37:03 +02:00
Henri Verbeet
37c8632811
wined3d: Make some lookup tables const.
2010-08-04 13:24:24 +02:00
Henri Verbeet
4936e71828
wined3d: Clamp vertex shader outputs.
...
To avoid having to interpolate infinities over fragments.
2010-07-29 17:33:35 +02:00
Henri Verbeet
2114a36936
wined3d: Unify vertex shader output handling between shader models.
2010-07-29 17:33:35 +02:00
Henri Verbeet
ea2bb2a904
wined3d: Invalid NP2 fixup info is an internal error.
2010-07-28 12:22:52 +02:00
Henri Verbeet
0d25da0c0d
wined3d: Properly take both input and output masks into account in handle_ps3_input().
2010-07-28 12:22:50 +02:00
Henri Verbeet
ce39714228
wined3d: Check for unread registers in a more logical way in handle_ps3_input().
...
~0U always >= (in_count + 2).
2010-07-28 12:22:40 +02:00
Francois Gouget
620087c545
wined3d: Remove spaces after '\n's.
2010-06-24 10:33:46 +02:00
Rico Schüller
c223e73bbb
wined3d: Improve fglrx glsl spam filter.
2010-06-15 19:58:30 +02:00
Henri Verbeet
6f57aabc0a
wined3d: Handle a zero source value for WINED3DSIH_POW.
2010-05-27 14:46:43 +02:00
Henri Verbeet
e8ac9bbd7f
wined3d: Get rid of GLINFO_LOCATION.
2010-05-25 13:29:00 +02:00
Henri Verbeet
79145e215b
wined3d: Add support for shadow samplers.
2010-05-17 13:19:53 +02:00
Henri Verbeet
49e076eabd
wined3d: Separate context acquisition and state application.
2010-05-04 13:14:59 +02:00
Henri Verbeet
f09b8e454d
wined3d: Avoid some needless depth buffer copies.
...
If an application switches between render targets of a different size, but
with the same depth/stencil surface it'll typically clear the depth/stencil
surface before drawing. However, in case of the smaller render target that
wouldn't be a full clear, so we'd have to do a depth copy if we also switched
between onscreen and offscreen rendering. Keeping track of which part of the
depth/stencil surface is current for onscreen/offscreen allows us to avoid
most of these kinds of copies. The current scheme requires the current/dirty
rectangle to have an origin at (0,0). This could be extended to an arbitrary
rectangle, but the bookkeeping becomes somewhat more complex in that case, and
it's not clear that there would be much of a benefit at this point.
2010-04-29 10:19:39 -05:00
Alexandre Julliard
fdfabd53f1
wined3d: Avoid a compiler warning on old gcc.
2010-04-26 07:18:18 -05:00
Henri Verbeet
1c403e44b5
wined3d: Store the current render target as an IWineD3DSurfaceImpl pointer in the context.
2010-04-22 11:28:12 +02:00
Henri Verbeet
c7a1848656
wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device.
2010-04-20 11:14:30 +02:00
Henri Verbeet
4cd69b8a09
wined3d: Simplify the generated GLSL for NRM.
2010-03-19 14:31:40 +01:00
Henri Verbeet
18ec2525a4
wined3d: Store the swapchain instead of the surface in the context.
2010-03-16 11:44:44 +01:00
Roderick Colenbrander
922ad80f42
wined3d: Rename yuv to complex in order to prepare for 8-bit palette fixups using the same code.
2010-03-03 12:53:41 +01:00
Henri Verbeet
576ea95803
wined3d: Remove the unused device type parameter from the shader backend's get_caps() function.
2010-02-04 13:39:27 +01:00
Henri Verbeet
c43c2a2845
wined3d: Use the absolute source value in shader_glsl_rsq().
2010-02-01 14:16:26 +01:00
Henri Verbeet
adf4ca2e23
wined3d: Handle a zero source value for WINED3DSIH_RSQ.
2010-02-01 14:16:22 +01:00
Henri Verbeet
ef82681d59
wined3d: Handle a zero source value for WINED3DSIH_RCP.
2010-02-01 14:16:18 +01:00
Henri Verbeet
4a8f93bade
wined3d: Handle a zero source value for WINED3DSIH_LOG.
2010-02-01 14:16:15 +01:00
Henri Verbeet
bef792f5ff
wined3d: Handle zero-length vectors for WINED3DSIH_NRM.
...
Unfortunately there's no reliable way to generate infinity in GLSL, but a
sufficiently large value will probably do. The important part of the patch is
that we don't generate NaN, because that will keep propagating through the
entire shader.
2010-02-01 14:16:11 +01:00
Henri Verbeet
9f21f2c2f2
wined3d: Dump the GLSL shader source on link failure.
...
Mostly to help Mesa developers diagnose bug reports involving GLSL compile
failures, but it's convenient in general to have the source all in one place.
2010-01-29 13:30:06 +01:00
Henri Verbeet
705f96fa39
wined3d: Get rid of some unnecessary casts to specific shader types.
2010-01-26 12:08:13 +01:00
Henri Verbeet
3d112b6525
wined3d: Add support for EXT_gpu_shader4 provided sampling functions with explicit derivatives.
2010-01-25 12:58:59 +01:00
Henri Verbeet
f71e84d89c
wined3d: Store a pointer to the GL info in the shader context.
2010-01-25 12:58:52 +01:00
Henri Verbeet
c78cce8845
wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
...
Also kill the obsolete comment.
2010-01-25 12:58:48 +01:00
Henri Verbeet
5f4ff65fb4
wined3d: Use the GLSL round() function when available.
2010-01-25 12:58:43 +01:00
Henri Verbeet
46cefd312c
wined3d: Recognize the SM4 cut opcode.
2010-01-07 09:26:54 +01:00
Henri Verbeet
3687677427
wined3d: Recognize the SM4 lt opcode.
2010-01-07 09:26:30 +01:00
Henri Verbeet
6d5aca61f3
wined3d: Recognize the SM4 iadd opcode.
2010-01-07 09:26:25 +01:00
Henri Verbeet
22939f9d29
wined3d: Recognize the SM4 emit opcode.
2010-01-07 09:26:20 +01:00
Henri Verbeet
c57c76b78e
wined3d: Recognize the SM4 ige opcode.
2010-01-07 09:26:08 +01:00