Commit Graph

796 Commits

Author SHA1 Message Date
Stefan Dösinger 5c7707dc77 wined3d: Move alpha test states to the fragment pipeline.
This will allow some color keying cleanups. For Core Contexts we'll have
to emulate alpha testing in shaders anyway.
2015-04-10 21:44:01 +09:00
Stefan Dösinger 5d51c97d07 wined3d: Implement color keying in the glsl fragment pipeline. 2015-04-10 21:43:31 +09:00
Stefan Dösinger 844c4efb47 wined3d: Give tex_type and its values a better name. 2015-04-03 00:33:28 +09:00
Henri Verbeet 94b0e895db wined3d: Use GLSL 1.30 for SM4 shaders when available.
This is required for bitwise operators in particular if no other extension
provides them.
2015-03-31 18:49:28 +09:00
Henri Verbeet d0d8a7827b wined3d: Take WINED3D_PIXEL_CENTER_INTEGER into account when calculating vpos. 2015-03-31 18:49:28 +09:00
Matteo Bruni 05757794a0 wined3d: Don't use the builtin FFP uniform for the projection matrix. 2015-03-27 20:40:38 +09:00
Matteo Bruni 7a8ac888de wined3d: Don't use the builtin FFP uniform for the normal matrix. 2015-03-27 20:40:38 +09:00
Stefan Dösinger 239e8cad7c wined3d: Add per-context private data for fragment pipelines. 2015-03-24 20:06:15 +09:00
Henri Verbeet a33d3ad41b wined3d: Add support for SV_InstanceID. 2015-03-24 17:41:12 +09:00
Henri Verbeet f9fafb3686 wined3d: Use the "sysval_semantic" field instead of "semantic_name" to recognize SV_POSITION. 2015-03-24 17:41:09 +09:00
Matteo Bruni 65c8c40b18 wined3d: Use a separate STATE_VIEWPORT state handler in the GLSL pipeline. 2015-03-23 22:59:18 +09:00
Henri Verbeet 002713de6d wined3d: Store shader input signatures as a wined3d_shader_signature structure. 2015-03-23 22:59:08 +09:00
Henri Verbeet 2e5ad1b6e3 wined3d: Store shader output signatures as a wined3d_shader_signature structure.
Instead of a fixed array of wined3d_shader_signature_element structures.
Shader model 4 shaders can have different semantics in a single
register, e.g.  v1.xy TEXCOORD0 and v1.zw TEXCOORD1, so having a single
wined3d_shader_signature_element structure per register isn't
necessarily sufficient.
2015-03-23 22:59:07 +09:00
Henri Verbeet ba396e4212 wined3d: Simplify the wined3d_matrix structure. 2015-03-20 21:32:46 +09:00
Matteo Bruni 9811d85141 wined3d: Don't use the builtin FFP uniform for the modelview matrix. 2015-03-19 20:56:59 +09:00
Matteo Bruni 425dc69fef wined3d: Use a separate STATE_TRANSFORM(WINED3D_TS_VIEW) state handler in the GLSL pipeline. 2015-03-19 20:56:56 +09:00
Matteo Bruni 99f3e835ac wined3d: Use a separate STATE_VDECL state handler in the GLSL pipeline.
It's mostly a copy of vertexdeclaration() from state.c, with a few
differences due to the new function being private to the GLSL backend
(e.g. d3d_info.vs_clipping is known to be TRUE) and the fragment fog
update part being split out.
2015-03-19 20:56:50 +09:00
Matteo Bruni 38e4cb29e7 wined3d: Depend on the vertex shader state instead of the vertex declaration state where appropriate. 2015-03-18 21:02:55 +09:00
Stefan Dösinger 406cfefc2f wined3d: Initialize WINED3DTA_TEMP. 2015-03-11 22:09:42 +09:00
Henri Verbeet 3fa8f4ece3 wined3d: Apply modifiers after floatBitsToInt()/floatBitsToUint() in shader_glsl_add_src_param(). 2015-02-18 23:21:49 +09:00
Henri Verbeet e4cb3b5081 wined3d: Recognize the SM4 or opcode. 2015-02-11 23:05:17 +09:00
Henri Verbeet 3225fea30c wined3d: Recognize the SM4 ne opcode. 2015-02-11 23:05:13 +09:00
Henri Verbeet 8506da62e0 wined3d: Implement WINED3DSIH_SQRT in the GLSL shader backend. 2015-02-11 23:05:08 +09:00
Matteo Bruni 74b4516bfa wined3d: Only consider POSITION0 PS inputs as vpos. 2015-02-09 22:05:41 +09:00
Matteo Bruni 96b48191c0 wined3d: Only copy POSITION0 output semantics into gl_Position. 2015-02-09 22:05:35 +09:00
Matteo Bruni d360a51f3c wined3d: Use the core version of the shader object functions. 2015-01-23 12:02:37 +01:00
Henri Verbeet 2912e2938e wined3d: Handle the SM4 SV_POSITION pixel shader input semantic in the GLSL shader backend.
This is (mostly) equivalent to the vPos register in SM3.
2015-01-19 14:31:38 +01:00
Henri Verbeet 2e5abc156a wined3d: Implement WINED3DSIH_SAMPLE in the GLSL shader backend. 2015-01-19 14:31:32 +01:00
Henri Verbeet 60d44af34e wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers(). 2015-01-15 17:24:45 +01:00
Henri Verbeet c6232e1d11 wined3d: Create GL sampler objects for wined3d sampler objects. 2015-01-15 17:24:43 +01:00
Henri Verbeet 5c3d52468c wined3d: Take the resource data type into account in shader_glsl_gen_sample_code(). 2014-12-03 11:14:27 +01:00
Henri Verbeet 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
Henri Verbeet f5cef43738 wined3d: Store resource types instead of sampler types in struct wined3d_shader_reg_maps.
The difference doesn't really matter for SM1-3 since resources and samplers
are always tied together, but in SM4 they're separate.
2014-12-03 11:14:21 +01:00
Stefan Dösinger c9b10beb36 wined3d: Vertex fog uses the absolute eye position z. 2014-11-27 13:27:13 +01:00
Henri Verbeet 8c18ebf66a wined3d: Recognize the SM4 uge opcode. 2014-11-17 19:30:37 +09:00
Henri Verbeet 8681999eee wined3d: Explicitly convert the condition to bool shader_glsl_if().
In SM4 shaders the condition is likely to be an integer instead of a bool
uniform like in SM3.
2014-11-17 19:30:35 +09:00
Matteo Bruni e789fadd56 wined3d: Don't replicate shader limits values for each shader. 2014-10-16 21:23:26 +09:00
Matteo Bruni 33627f02aa wined3d: Store bool uniforms location in the GLSL shader structures. 2014-08-28 15:30:26 +02:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +02:00
Henri Verbeet 80bca9bc9c wined3d: Add constant buffer support to the GLSL shader backend. 2014-08-04 14:23:29 +02:00
Henri Verbeet fa312a32b2 wined3d: Add format information for WINED3DFMT_R8_UNORM. 2014-06-13 10:11:59 +02:00
Henri Verbeet 7b8aa8606c wined3d: Recognize the SM4 ishl opcode. 2014-05-20 09:44:25 +02:00
Henri Verbeet 3555eab8b9 wined3d: Recognize the SM4 dp2 opcode. 2014-05-20 09:44:21 +02:00
Henri Verbeet c81d3b7336 wined3d: Recognize the SM4 discard opcode. 2014-05-20 09:44:17 +02:00
Henri Verbeet 0eebe0515f wined3d: Fix a couple of string declarations. 2014-05-02 13:45:10 +02:00
Henri Verbeet 14e3f71c75 wined3d: Bump ps_1x_max_value.
Shader model 4 hardware should generally have real floats for everything, and
FLT_MAX matches the value from the Windows drivers for that kind of hardware.
OpenGL requires at least 2^10 for colors, and 2^32 for other floats.
2014-05-02 13:45:04 +02:00
Henri Verbeet 23eed88fde wined3d: Implement support for per-stage texture stage constants.
This patch is loosely based on an earlier patch by Christian Costa.
2014-04-23 15:00:43 +02:00
Jonathan Liu 91c5cf33ad wined3d: Avoid wined3d_ftoa buffer overflow. 2014-01-14 12:31:37 +01:00
Henri Verbeet d412eb568e wined3d: Introduce a common GLSL handler for scalar instructions. 2014-01-09 15:50:30 +01:00
Henri Verbeet 27dc41d0dc wined3d: Fix the source swizzle for WINED3DSIH_LOG and WINED3DSIH_LOGP. 2013-12-12 12:08:09 +01:00