Henri Verbeet
842f75ee75
wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
2012-10-11 18:51:00 +02:00
Henri Verbeet
819e5fa623
wined3d: Implement WINED3DSIH_GE in the GLSL shader backend.
2012-10-11 18:50:56 +02:00
Henri Verbeet
09f5f59229
wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
2012-10-11 18:50:53 +02:00
Henri Verbeet
4c4b224330
wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend.
2012-10-11 18:50:46 +02:00
Henri Verbeet
8f915156b9
wined3d: Implement SM4 WINED3DSIH_SINCOS in the GLSL shader backend.
2012-10-10 10:33:18 +02:00
Henri Verbeet
e34acc2251
wined3d: Implement SM4 loops in the GLSL shader backend.
2012-10-10 10:33:14 +02:00
Henri Verbeet
6e4ecdf854
wined3d: Implement WINED3DSIH_IADD in the GLSL shader backend.
2012-10-10 10:33:09 +02:00
Henri Verbeet
f9c181bf74
wined3d: Implement WINED3DSIH_DIV in the GLSL shader backend.
2012-10-10 10:33:05 +02:00
Henri Verbeet
2b46c4046a
wined3d: Implement WINED3DSIH_BREAKP in the GLSL shader backend.
2012-10-10 10:32:58 +02:00
Henri Verbeet
0931522795
wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
2012-10-08 11:28:41 +02:00
Henri Verbeet
4d39cb56fc
wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend.
2012-10-03 11:19:42 +02:00
Henri Verbeet
6d948e1a8c
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
2012-10-01 23:08:00 +02:00
Henri Verbeet
e13a589bfc
wined3d: Set more accurate limits for SM4 shaders.
2012-09-28 11:26:44 +02:00
Henri Verbeet
aa9daa285e
wined3d: Unify GLSL input / output variable naming.
2012-09-28 11:26:40 +02:00
Henri Verbeet
49f9d39493
wined3d: Introduce a separate function to retrieve the GLSL variable prefix.
2012-09-27 13:10:54 +02:00
Henri Verbeet
1ff07a7d68
wined3d: Take the data type of registers into account in the GLSL shader backend.
2012-09-25 11:19:15 +02:00
Henri Verbeet
eb4d20ef31
wined3d: Take the data type of immediates into account in shader_glsl_get_register_name().
2012-09-24 09:58:09 +02:00
Henri Verbeet
f298b96972
wined3d: Simplify shader_glsl_destroy() control flow a bit.
2012-09-21 10:53:13 +02:00
Henri Verbeet
00cdf1aaf1
wined3d: Merge the glsl_vshader_private and glsl_pshader_private structures.
2012-09-19 23:55:01 +02:00
Henri Verbeet
fb989f1d1e
wined3d: Implement version checks for geometry shaders.
2012-09-19 13:04:56 +02:00
Henri Verbeet
0932129993
wined3d: Implement WINED3DSIH_EMIT in the GLSL shader backend.
2012-09-18 10:18:57 +02:00
Henri Verbeet
c982e5f64b
wined3d: Implement WINED3DSIH_CUT in the GLSL shader backend.
2012-09-17 12:28:50 +02:00
Henri Verbeet
a67ee02a48
wined3d: Recognize the SM4 dcl_outputTopology opcode.
2012-09-17 12:28:40 +02:00
Henri Verbeet
0fbb98424c
wined3d: Recognize the SM4 dcl_inputPrimitive opcode.
2012-09-17 12:28:36 +02:00
Henri Verbeet
d574d639a4
wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode.
2012-09-17 12:28:28 +02:00
Henri Verbeet
a7bad0bde5
wined3d: Just handle all instructions in the shader backend.
2012-09-14 15:43:28 +02:00
Matteo Bruni
d37f8ea866
wined3d: Use BOOL instead of char in shader_load_constants().
2012-08-21 11:45:55 +02:00
Henri Verbeet
c11c2e2dbb
wined3d: Get rid of the d3d_caps debug channel.
2012-06-22 16:14:26 +02:00
Francois Gouget
19ba80e7c2
wined3d: We must include Wine's port.h before using NAN.
2012-06-01 17:41:52 +02:00
Matteo Bruni
2d810bdc89
wined3d: Clamp fog coordinate in the vertex shader.
2012-03-09 17:25:57 +01:00
Henri Verbeet
56a4680b69
wined3d: Complain when the hardware may not be able to run a shader.
2012-02-06 10:19:30 -06:00
Henri Verbeet
bee9adbd05
wined3d: Get rid of the WINED3DDECLUSAGE typedef.
2012-01-19 11:56:47 +01:00
Henri Verbeet
7f7bc520b6
wined3d: Get rid of the WINED3DTEXTURETRANSFORMFLAGS typedef.
2012-01-10 10:47:30 +01:00
Henri Verbeet
43fcbcb36e
wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef.
2012-01-10 10:47:27 +01:00
Henri Verbeet
66d453ce5c
wined3d: Don't declare more varyings than required by the shader model.
2011-12-06 15:50:58 +01:00
Henri Verbeet
ab73f20e38
wined3d: Use proper texcoord masks for GLSL texm3x3spec / texm3x3vspec.
2011-11-29 13:23:04 +01:00
Henri Verbeet
14cf780fde
wined3d: Recognize the SM4 xor opcode.
2011-11-22 10:52:33 +01:00
Henri Verbeet
d695dd3af4
wined3d: Recognize the SM4 ushr opcode.
2011-11-22 10:52:29 +01:00
Henri Verbeet
9afff037e5
wined3d: Recognize the SM4 udiv opcode.
2011-11-22 10:52:25 +01:00
Henri Verbeet
e2d099a14d
wined3d: Recognize the SM4 round_ni opcode.
2011-11-21 11:00:50 +01:00
Henri Verbeet
829e28cb4d
wined3d: Recognize the SM4 ge opcode.
2011-11-21 11:00:46 +01:00
Henri Verbeet
af11214562
wined3d: Recognize the SM4 eq opcode.
2011-11-21 11:00:42 +01:00
Henri Verbeet
563edce2fa
wined3d: Get rid of the WINED3DSHADER_PARAM_SRCMOD_TYPE typedef.
2011-11-15 16:09:09 +01:00
Henri Verbeet
13efdc6a37
wined3d: Introduce a "state" variable in shader_glsl_load_constants().
2011-11-14 15:25:22 +01:00
Henri Verbeet
adf7c33023
wined3d: Get rid of the COMPARISON_TYPE typedef.
2011-11-09 11:34:32 +01:00
Henri Verbeet
323a95418e
wined3d: Get rid of the WINED3DSAMPLER_TEXTURE_TYPE typedef.
2011-11-09 11:34:24 +01:00
Andrew Talbot
e0cd19d88d
wined3d: Remove extraneous braces from switch statements.
2011-11-07 11:54:25 +01:00
Henri Verbeet
b49e08aa8d
wined3d: Get rid of the local_constant typedef.
2011-10-31 23:52:59 +01:00
Matteo Bruni
5f2c6b3c82
wined3d: Enable SM4 support in the GLSL shader backend when possible.
2011-10-26 12:41:34 +02:00
Matteo Bruni
7254f5e661
wined3d: Return only the shader major version.
2011-10-26 12:41:34 +02:00
Henri Verbeet
7aac0159a9
wined3d: Move the ARB shader program constant handling to the backend where it belongs.
2011-10-26 12:41:33 +02:00
Stefan Dösinger
ec0ac720bf
wined3d: Make sure that lit doesn't return NaN.
2011-09-12 10:09:34 +02:00
Henri Verbeet
74b418c9e0
wined3d: Don't print the GLSL info log by default on fglrx.
2011-09-05 10:56:46 +02:00
Henri Verbeet
7d46943067
wined3d: Make some parameters to get_glsl_program_entry() const.
2011-08-23 16:53:52 +02:00
Henri Verbeet
3b3470b151
wined3d: Make the shader parameter to shader_glsl_generate_vshader() const.
2011-08-23 16:53:52 +02:00
Henri Verbeet
f75675031f
wined3d: Make the shader parameter to shader_glsl_generate_pshader() const.
2011-08-23 16:53:52 +02:00
Henri Verbeet
68b9071329
wined3d: Make the shader and ctx_priv parameters to shader_generate_glsl_declarations() const.
2011-07-25 11:59:11 +02:00
Henri Verbeet
6a046eddd7
wined3d: Get rid of the vpos_uniform field from the wined3d_pixel_shader structure.
2011-07-25 11:59:07 +02:00
Henri Verbeet
dbcbf0c45b
wined3d: Make the heap parameter to update_heap_entry() const.
2011-07-22 12:57:20 +02:00
Henri Verbeet
959874c2d8
wined3d: Make the tex_unit_map parameter to shader_glsl_load_vsamplers() const.
2011-07-22 12:57:19 +02:00
Henri Verbeet
86dd8476db
wined3d: Make the tex_unit_map parameter to shader_glsl_load_psamplers() const.
2011-07-22 12:57:19 +02:00
Henri Verbeet
12be5afd92
wined3d: Get rid of the glsl_sample_function_t typedef.
2011-06-29 10:08:34 -05:00
Henri Verbeet
8fa44dd76d
wined3d: Get rid of the glsl_src_param_t typedef.
2011-06-29 10:08:28 -05:00
Henri Verbeet
3f62b618c4
wined3d: Get rid of the glsl_dst_param_t typedef.
2011-06-29 10:08:19 -05:00
Henri Verbeet
5a26da1d19
wined3d: Make the wined3d_shader_context shader pointer const.
2011-06-23 09:47:34 +02:00
Henri Verbeet
c51db63ba4
wined3d: Require ARB_shader_texture_lod for SM3.
2011-06-16 11:16:26 +02:00
Henri Verbeet
95bd0ec61c
wined3d: Just enable ARB_shader_texture_lod if it's available.
2011-06-07 14:18:34 +02:00
Henri Verbeet
aba42d1fa5
wined3d: Introduce a separate structure for framebuffer state.
2011-05-19 10:07:57 +02:00
Henri Verbeet
d52ae4b63f
wined3d: Get rid of the glsl_program_key_t typedef.
2011-05-17 10:06:34 +02:00
Henri Verbeet
0e0e5c3e38
wined3d: Get rid of the IWineD3DDevice typedefs.
2011-05-17 10:06:23 +02:00
Stefan Dösinger
a549b8f090
wined3d: Fix a few MSVC data loss warnings.
2011-05-13 17:05:27 +02:00
Francois Gouget
5920de5ffb
Assorted spelling and case fixes.
2011-05-09 12:09:27 +02:00
Henri Verbeet
86b0c6bd7b
wined3d: Rename "shader_backend_t" to "wined3d_shader_backend_ops".
...
This makes it more consistent with the other call table names in wined3d.
2011-05-05 11:45:22 +02:00
Henri Verbeet
a05841bd1a
wined3d: Rename "pCaps" to "caps".
2011-04-27 11:50:29 +02:00
Henri Verbeet
3f0120241b
wined3d: Enable SM3 if ARB_shader_texture_lod is supported.
2011-04-26 10:46:52 +02:00
Henri Verbeet
9d0e17e9ea
wined3d: Either set SM3 for both vertex and fragment shaders or for neither.
2011-04-26 10:46:45 +02:00
Henri Verbeet
8fe80e18b2
wined3d: Get rid of the IWineD3DBaseShader typedefs.
2011-03-31 12:37:47 +02:00
Henri Verbeet
f8f83ff2f7
wined3d: Remove COM from the shader implementation.
2011-03-31 12:37:46 +02:00
Henri Verbeet
5555d904be
wined3d: Get rid of IWineD3DBaseShaderClass.
2011-03-31 12:37:46 +02:00
Henri Verbeet
99bed5d41d
wined3d: Get rid of IWineD3DPixelShaderImpl.
2011-03-30 12:18:20 +02:00
Henri Verbeet
dab01d435e
wined3d: Get rid of IWineD3DVertexShaderImpl.
2011-03-30 12:18:09 +02:00
Henri Verbeet
3d4fe0b750
wined3d: Get rid of IWineD3DPixelShader.
2011-03-30 12:18:03 +02:00
Henri Verbeet
c5bf96c951
wined3d: Get rid of IWineD3DBaseTextureClass.
2011-03-29 12:34:40 +02:00
Henri Verbeet
eb5bfad18d
wined3d: Get rid of the IWineD3DBaseTexture typedefs.
2011-03-28 17:08:52 +02:00
Henri Verbeet
ac9c592ca9
wined3d: Store all the resource desc information in struct wined3d_resource.
2011-03-09 12:29:17 +01:00
Matteo Bruni
75386a99b4
wined3d: Make clip planes independent from offscreen/onscreen drawing.
2011-02-15 17:24:26 +01:00
Henri Verbeet
4c30b82c83
wined3d: Just fail if the texture type is not supported in create_glsl_blt_shader() (LLVM/Clang).
...
Changing the texture type has no effect at this point, and it wouldn't work
properly anyway.
2011-02-01 12:01:10 +01:00
Henri Verbeet
96d225d4dd
wined3d: Get rid of the IWineD3DStateBlockImpl typedef.
2011-01-31 12:25:05 +01:00
Henri Verbeet
91ac0c37b1
wined3d: Disable vertex shader output clamping.
...
It looks like NV50+ hardware gets you infinities and NaN's in D3D as well for
most things, so we should only need special handling for pow and nrm.
2011-01-25 12:32:38 +01:00
Henri Verbeet
a50546e563
wined3d: Use dot() instead of length() in shader_glsl_nrm().
...
As Eric Anholt pointed out, using length() here is suboptimal. It essentially
translates into "inversesqrt(dot(x, x));", but needs to handle the case of
zero-length vectors, much like nrm.
2011-01-24 14:43:26 +01:00
Henri Verbeet
7bc7caf423
wined3d: Pass an IWineD3DBaseTextureImpl array to pixelshader_update_samplers().
2010-12-16 11:50:09 +01:00
Henri Verbeet
bd2e7aedcf
wined3d: Store an IWineD3DBaseShaderImpl pointer in wined3d_shader_context.
2010-12-15 11:55:22 +01:00
Henri Verbeet
2f36d600ef
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_main().
2010-12-15 11:55:19 +01:00
Henri Verbeet
c492ec196e
wined3d: Pass implementation pointers to get_glsl_program_entry().
2010-12-15 11:55:13 +01:00
Henri Verbeet
d6446c7a97
wined3d: Store implementation pointers in glsl_program_key_t.
2010-12-14 11:38:42 +01:00
Henri Verbeet
dd1ba15ec7
wined3d: Store implementation pointers in struct glsl_shader_prog_link.
2010-12-14 11:38:39 +01:00
Henri Verbeet
b0bc24eec3
wined3d: Pass implementation pointers to generate_param_reorder_function().
2010-12-14 11:38:37 +01:00
Henri Verbeet
77beea98b9
wined3d: Avoid some interface pointers in set_glsl_shader_program().
2010-12-14 11:38:34 +01:00
Henri Verbeet
fe2ffe1e6a
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_destroy().
2010-12-13 16:24:23 +01:00
Henri Verbeet
97ca0e6863
wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_generate_glsl_declarations().
2010-12-13 16:24:19 +01:00
Henri Verbeet
b5637a934e
wined3d: Store an IWineD3DDeviceImpl pointer in IWineD3DBaseShaderClass.
2010-12-08 11:27:49 +01:00
Henri Verbeet
db164a990c
wined3d: Rename shader_reg_maps to wined3d_shader_reg_maps.
...
For consistency with other shader translation structures.
2010-12-07 11:33:23 +01:00
Henri Verbeet
e9ff40d918
wined3d: Use local reg_maps variables where possible.
2010-12-06 12:21:31 +01:00
Henri Verbeet
f92a0667d7
wined3d: Remove a unused parameter to shader_dirtifyable_constants().
2010-12-02 11:53:57 +01:00
Henri Verbeet
f45aeb4abe
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_free_private().
2010-12-01 11:09:08 +01:00
Henri Verbeet
4a69874938
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_alloc_private().
2010-12-01 11:09:02 +01:00
Henri Verbeet
77923346da
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_pixel_constants().
2010-12-01 11:08:57 +01:00
Henri Verbeet
4a6d0da207
wined3d: Pass an IWineD3DDeviceImpl pointer to shader_update_float_vertex_constants().
2010-12-01 11:08:51 +01:00
Henri Verbeet
7363b0e98a
wined3d: Explicitly pass data and gl_info to shader_deselect_depth_blt().
2010-11-30 10:57:23 +01:00
Henri Verbeet
93a824d744
wined3d: Explicitly pass data and gl_info to shader_select_depth_blt().
2010-11-30 10:57:17 +01:00
Henri Verbeet
e832b57a15
wined3d: Move loop state to wined3d_shader_context.
2010-10-29 14:33:56 +02:00
Henri Verbeet
8a4a76f9a7
wined3d: Move "parse_state" to wined3d_shader_context.
2010-10-29 14:33:56 +02:00
Henri Verbeet
3a41bbdd71
wined3d: Access reg_maps though ins->ctx in shader_glsl_get_register_name().
...
This is all part of the ongoing work to make the shader backend interface less
dependent on wined3d internals.
2010-10-28 18:18:11 +02:00
Henri Verbeet
1b2f9d29d7
wined3d: Get rid of the posFixup field from the device.
2010-10-26 11:58:12 +02:00
Henri Verbeet
5ef7a8c242
wined3d: Explicitly pass parameters to shader_load_np2fixup_constants().
2010-10-25 14:29:37 +02:00
Henri Verbeet
d508a855c1
wined3d: Recognize the SM4 sqrt opcode.
2010-10-20 18:37:07 +02:00
Henri Verbeet
4eb8fd7960
wined3d: Recognize the SM4 sample_d opcode.
2010-10-14 17:54:52 +02:00
Henri Verbeet
50f6fbadb0
wined3d: Recognize the SM4 ld opcode.
2010-10-13 13:00:30 +02:00
Henri Verbeet
7c6658f970
wined3d: Recognize the SM4 ieq opcode.
2010-10-13 13:00:26 +02:00
Henri Verbeet
a9e3058426
wined3d: Recognize the SM4 ftoi opcode.
2010-10-13 13:00:22 +02:00
Henri Verbeet
b53d346d35
wined3d: Recognize the SM4 div opcode.
2010-10-13 13:00:17 +02:00
Henri Verbeet
ff9c2fcdb2
wined3d: Recognize the SM4 utof opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
18d7a73af8
wined3d: Recognize the SM4 sample_l opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
407ed1b875
wined3d: Recognize the SM4 sample opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
b2f520b5f0
wined3d: Recognize the SM4 itof opcode.
2010-10-11 17:11:28 +02:00
Henri Verbeet
1fe1676ae9
wined3d: SM4 immediate constants are typeless.
2010-10-08 15:26:42 +02:00
Henri Verbeet
d369136a96
wined3d: Recognize the SM4 imul opcode.
2010-10-08 15:26:33 +02:00
Henri Verbeet
512e6cec2c
wined3d: Recognize the SM4 movc opcode.
2010-10-07 15:58:10 +02:00
Henri Verbeet
1330f844f8
wined3d: Recognize the SM4 and opcode.
2010-10-07 15:58:09 +02:00
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