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
Henri Verbeet
c8852c3ee3
wined3d: Fix the source swizzle for WINED3DSIH_EXPP.
2013-12-11 15:15:01 +01:00
Henri Verbeet
6e9acca1f4
wined3d: Fix the source swizzle for WINED3DSIH_EXP.
2013-12-11 15:14:58 +01:00
Henri Verbeet
c228ffbaf0
wined3d: Unify shader binding points.
2013-10-10 10:44:53 +02:00
Henri Verbeet
079b6d4c11
wined3d: Unify the shader state IDs.
2013-10-09 11:11:07 +02:00
Stefan Dösinger
112617f00b
wined3d: Move tex_unit_map and friends into the context.
2013-09-16 13:05:58 +02:00
Stefan Dösinger
d8c43aabf7
wined3d: Move the decoded stream info into the context.
2013-09-12 17:48:14 +02:00
Stefan Dösinger
b4d8b52fa7
wined3d: Pass position_transformed and gl_info to find_ps_compile_args.
2013-09-11 17:09:59 +02:00
Stefan Dösinger
dfeee9077c
wined3d: Pass the swizzle map to find_vs_compile_args.
2013-09-11 17:09:56 +02:00
Henri Verbeet
137590be31
wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().
...
It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.
This fixes a regression introduced by commit 2014141a25
.
2013-09-06 12:00:09 +02:00
Stefan Dösinger
b73464a413
wined3d: Use the ftoa helper function in the ARB shader backend.
...
This is the ARB equivalent to e0494afa00
.
2013-09-05 17:55:48 +02:00
Henri Verbeet
99092c2700
wined3d: Avoid a couple of useless glGetUniformLocationARB() calls.
2013-09-04 11:36:58 +02:00