Henri Verbeet
|
ffd5e3eb81
|
wined3d: Introduce a separate structure for the vs specific fields in struct glsl_shader_prog_link.
|
2012-11-06 16:02:34 +01:00 |
Henri Verbeet
|
b8bb2a4f85
|
wined3d: Use the shader object ids as program key.
|
2012-11-06 16:02:34 +01:00 |
Henri Verbeet
|
0e856abf6d
|
wined3d: Enable or disable the fragment pipe in shader_select().
|
2012-11-05 11:30:33 +01:00 |
Henri Verbeet
|
d74cb4571b
|
wined3d: Simplify shader selection.
|
2012-11-05 11:30:32 +01:00 |
Henri Verbeet
|
5059da9e32
|
wined3d: Don't depend on device internals in fragment_pipeline.alloc_private().
In particular, device->shader_backend and device->shader_priv aren't
initialized yet when the fragment pipe is initialized.
|
2012-10-29 10:47:03 +01:00 |
Henri Verbeet
|
17e33e9b27
|
wined3d: Make the shader backend responsible for controlling the fixed function fragment pipe.
|
2012-10-25 11:48:31 +02:00 |
Henri Verbeet
|
2bf46c60fb
|
wined3d: Replace the face and level parameters to device_parent_create_texture_surface() with the sub-resource index.
|
2012-10-25 11:48:25 +02:00 |
Rico Schüller
|
deae923cd8
|
wined3d: Fix return value for WINED3DFMT_ATI2N in CheckTextureCapability().
|
2012-10-24 19:37:15 +02:00 |
Henri Verbeet
|
41c8f1ef8a
|
wined3d: Remove some dead code from gen_ffp_instr().
|
2012-10-24 11:24:25 +02:00 |
Henri Verbeet
|
ddbe791d37
|
wined3d: Set texture_level in surface_set_texture_target() as well.
|
2012-10-24 11:24:22 +02:00 |
Henri Verbeet
|
672ad06108
|
wined3d: Get rid of the mostly unused "num_textures_used" field from arbfp_ffp_desc.
|
2012-10-23 12:11:26 +02:00 |
Henri Verbeet
|
6f025deba6
|
wined3d: Move shader_is_pshader_version() and shader_is_vshader_version() to the ARB program shader backend.
|
2012-10-23 12:11:18 +02:00 |
Henri Verbeet
|
81ae7f606b
|
wined3d: Explicitly check the shader type in shader_generate_glsl_declarations().
|
2012-10-23 12:11:13 +02:00 |
Henri Verbeet
|
c490fb37cf
|
wined3d: Implement WINED3DSIH_MOVC in the GLSL shader backend.
|
2012-10-22 11:44:22 +02:00 |
Henri Verbeet
|
7a437c29f3
|
wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
|
2012-10-22 11:44:20 +02:00 |
Henri Verbeet
|
b96b4c63ee
|
wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
|
2012-10-22 11:44:02 +02:00 |
Henri Verbeet
|
db3bdb0a76
|
wined3d: Also read comments in shader_sm1_is_end().
|
2012-10-22 11:43:59 +02:00 |
Henri Verbeet
|
6beb7dc1a8
|
wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().
|
2012-10-18 22:32:19 +02:00 |
Henri Verbeet
|
b72ab48ed8
|
wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
|
2012-10-18 22:32:14 +02:00 |
Henri Verbeet
|
0c1dd7f7d1
|
wined3d: Explicitly check the shader type in shader_glsl_load_constantsF().
|
2012-10-18 22:32:09 +02:00 |
Henri Verbeet
|
7365f9e6af
|
wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
|
2012-10-18 22:32:03 +02:00 |
Francois Gouget
|
23470870a1
|
wined3d: Add a trailing '\n' to a Wine trace.
|
2012-10-18 19:20:48 +02:00 |
Henri Verbeet
|
e31945b8aa
|
wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend.
|
2012-10-18 19:20:12 +02:00 |
Henri Verbeet
|
5ca5409b81
|
wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
|
2012-10-18 19:20:06 +02:00 |
Henri Verbeet
|
cc0b1bb03f
|
wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
|
2012-10-18 19:20:01 +02:00 |
Henri Verbeet
|
e832978adb
|
wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code().
|
2012-10-18 19:19:54 +02:00 |
Henri Verbeet
|
6c3595fba8
|
wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend.
|
2012-10-17 11:45:01 +02:00 |
Matteo Bruni
|
3c11d8f331
|
wined3d: Add new Radeon HD 6670 GL renderer string.
|
2012-10-16 20:44:02 +02:00 |
Matteo Bruni
|
29c336916c
|
wined3d: Recognize AMD Radeon HD 5000 series GPUs on recent binary drivers.
|
2012-10-16 20:43:56 +02:00 |
Matteo Bruni
|
6a9df3e757
|
wined3d: Provide a better fallback for D3D10 AMD GPUs.
|
2012-10-16 20:43:51 +02:00 |
Matteo Bruni
|
4e57dd0cde
|
wined3d: Add a D3D10-level fallback for Intel GPU recognition.
|
2012-10-16 20:43:41 +02:00 |
Matteo Bruni
|
37ff45cca2
|
wined3d: Improve a Nvidia GPU recognition fallback.
|
2012-10-16 20:43:35 +02:00 |
Matteo Bruni
|
fe81c61804
|
wined3d: Split GPU vendor and GL vendor handling in GPU recognition.
|
2012-10-16 20:43:28 +02:00 |
Henri Verbeet
|
59bdd6ae97
|
wined3d: Recognise the SM4 "primID" register type.
|
2012-10-16 11:36:45 +02:00 |
Henri Verbeet
|
347dda068f
|
wined3d: Explicitly check the shader type in shader_glsl_mov().
|
2012-10-16 11:36:40 +02:00 |
Henri Verbeet
|
82a44af259
|
wined3d: Explicitly check the shader type in shader_glsl_texldl().
|
2012-10-16 11:36:34 +02:00 |
Henri Verbeet
|
311a1e0148
|
wined3d: Handle SM1 comments in the frontend.
|
2012-10-15 13:31:08 +02:00 |
Henri Verbeet
|
5626e165ff
|
wined3d: Introduce a structure for shader register indices.
|
2012-10-15 13:31:07 +02:00 |
Henri Verbeet
|
a92d7a12de
|
wined3d: Use a common function for parsing SM4 source and destination parameters.
|
2012-10-15 13:31:07 +02:00 |
Henri Verbeet
|
3baeaa2b88
|
wined3d: Recognise SM4 scalar swizzles.
|
2012-10-15 13:31:06 +02:00 |
Henri Verbeet
|
21361d5237
|
wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.
|
2012-10-15 13:31:06 +02:00 |
Henri Verbeet
|
fc185f9bae
|
wined3d: Add support for SM4 relative addressing.
|
2012-10-12 13:21:39 +02:00 |
Henri Verbeet
|
2324ce6efb
|
wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
|
2012-10-12 13:21:33 +02:00 |
Henri Verbeet
|
ad1a1ee4fe
|
wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend.
|
2012-10-12 13:21:28 +02:00 |
Henri Verbeet
|
b7cd93240d
|
wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend.
|
2012-10-12 13:21:22 +02:00 |
Henri Verbeet
|
d48a0bc427
|
wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
|
2012-10-12 13:21:17 +02:00 |
Henri Verbeet
|
f8e1550ebb
|
wined3d: Implement WINED3DSIH_LT in the GLSL shader backend.
|
2012-10-11 18:51:04 +02:00 |
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 |
Matteo Bruni
|
3d71c2d1ca
|
wined3d: Recognize Radeon HD 6970 as reported on some Macs.
|
2012-10-10 20:34:12 +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
|
07203fa465
|
wined3d: Remove unused wined3d_shader_limits fields.
|
2012-10-09 09:59:58 +02:00 |
Henri Verbeet
|
eedbdded23
|
wined3d: Fix the SM3 int and bool vs constant limits.
Reported by Eduard Munteanu.
|
2012-10-09 09:59:54 +02:00 |
Henri Verbeet
|
9d127a4d36
|
wined3d: wined3d_surface_set_palette() never fails.
|
2012-10-09 09:59:38 +02:00 |
Henri Verbeet
|
0931522795
|
wined3d: Implement WINED3DSIH_AND in the GLSL shader backend.
|
2012-10-08 11:28:41 +02:00 |
Henri Verbeet
|
8e24dbb60a
|
wined3d: wined3d_stateblock_apply() never fails.
|
2012-10-08 11:28:37 +02:00 |
Henri Verbeet
|
b69545c7da
|
wined3d: wined3d_stateblock_capture() never fails.
|
2012-10-08 11:28:32 +02:00 |
Henri Verbeet
|
adddf10cd8
|
wined3d: wined3d_swapchain_get_desc() never fails.
|
2012-10-04 14:09:55 +02:00 |
Henri Verbeet
|
5fcc1f8f70
|
wined3d: Just return the surface from wined3d_swapchain_get_back_buffer().
|
2012-10-04 14:09:50 +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
|
e55416a113
|
wined3d: wined3d_swapchain_set_window() never fails.
|
2012-10-03 11:19:41 +02:00 |
Henri Verbeet
|
50c61959eb
|
wined3d: Just return the surface from wined3d_device_get_surface_from_dc().
|
2012-10-03 11:19:41 +02:00 |
Henri Verbeet
|
6d948e1a8c
|
wined3d: Recognize the SM4 dcl_constantBuffer opcode.
|
2012-10-01 23:08:00 +02:00 |
Henri Verbeet
|
2ad5808996
|
wined3d: wined3d_device_get_creation_parameters() never fails.
|
2012-10-01 23:07:55 +02:00 |
Henri Verbeet
|
6e5cf8c698
|
wined3d: wined3d_device_set_depth_stencil() never fails.
|
2012-10-01 23:07:51 +02:00 |
Oleg Bosis
|
81525453f1
|
wined3d: Add correct detection of GeForce GT 650M video card.
|
2012-10-01 12:21:06 +02:00 |
Marcus Meissner
|
8ec6ebe4fb
|
wined3d: Move texture reference decrement to end of usage (Coverity).
|
2012-10-01 12:20:40 +02:00 |
Henri Verbeet
|
95b4207c7f
|
wined3d: Just return the surface from wined3d_device_get_depth_stencil().
|
2012-10-01 12:11:02 +02:00 |
Henri Verbeet
|
972217fd6a
|
wined3d: Just return the surface from wined3d_device_get_render_target().
|
2012-10-01 12:10:55 +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
|
c0f52fbf1c
|
wined3d: wined3d_device_set_software_vertex_processing() never fails.
|
2012-09-27 13:10:48 +02:00 |
Henri Verbeet
|
f9d494294a
|
wined3d: Just return the texture from wined3d_device_get_texture().
|
2012-09-27 13:10:43 +02:00 |
Henri Verbeet
|
8168e18443
|
wined3d: Add some basic SM4 bytecode dumping code.
|
2012-09-26 14:40:37 +02:00 |
Henri Verbeet
|
c0a83b1d96
|
wined3d: wined3d_device_get_texture_stage_state() never fails.
|
2012-09-26 14:40:35 +02:00 |
Henri Verbeet
|
26c0714009
|
wined3d: wined3d_device_set_texture_stage_state() never fails.
|
2012-09-26 14:40:33 +02:00 |
Ričardas Barkauskas
|
06a8cbcc35
|
wined3d: Don't leave leftover textures when destroying and creating dxgi swapchains.
|
2012-09-25 11:20:05 +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
|
6e4c40689c
|
wined3d: Just return the shader from wined3d_device_get_pixel_shader().
|
2012-09-25 11:19:11 +02:00 |
Henri Verbeet
|
fc711d4955
|
wined3d: wined3d_device_set_pixel_shader() never fails.
|
2012-09-25 11:19:07 +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
|
6909b5143b
|
wined3d: Just return the shader from wined3d_device_get_vertex_shader().
|
2012-09-24 09:58:06 +02:00 |
Henri Verbeet
|
b97ec7ae0c
|
wined3d: wined3d_device_set_vertex_shader() never fails.
|
2012-09-24 09:58:03 +02:00 |
Henri Verbeet
|
f298b96972
|
wined3d: Simplify shader_glsl_destroy() control flow a bit.
|
2012-09-21 10:53:13 +02:00 |
Henri Verbeet
|
2f03ad1a40
|
wined3d: Just return the declaration from wined3d_device_get_vertex_declaration().
|
2012-09-21 10:53:10 +02:00 |
Henri Verbeet
|
01918d05ed
|
wined3d: wined3d_device_set_vertex_declaration() never fails.
|
2012-09-21 10:53:06 +02:00 |
Francois Gouget
|
ea61d59651
|
wined3d: Remove an unwanted trailing '\n' in shader_dump_register().
|
2012-09-19 23:56:05 +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
|
de1ae1eb8a
|
wined3d: wined3d_device_get_scissor_rect() never fails.
|
2012-09-19 23:54:59 +02:00 |
Henri Verbeet
|
2de9fc640b
|
wined3d: wined3d_device_set_scissor_rect() never fails.
|
2012-09-19 23:54:56 +02:00 |
Henri Verbeet
|
fb989f1d1e
|
wined3d: Implement version checks for geometry shaders.
|
2012-09-19 13:04:56 +02:00 |
Henri Verbeet
|
62670c7ba5
|
wined3d: wined3d_device_get_sampler_state() never fails.
|
2012-09-19 13:04:52 +02:00 |
Henri Verbeet
|
0d96be2c20
|
wined3d: wined3d_device_set_sampler_state() never fails.
|
2012-09-19 13:04:48 +02:00 |