Commit Graph

458 Commits

Author SHA1 Message Date
Józef Kucia 07562768bb wined3d: Recognize SM5 deriv_rtx_coarse opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-17 21:58:41 +09:00
Józef Kucia f0de33ba14 wined3d: Recognize SM5 ld_structured opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-17 21:58:36 +09:00
Józef Kucia 31713e39b5 wined3d: Recognize aoffimmi shader instruction modifier.
The aoffimmi stands for address offset by immediate integer.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-09 22:16:46 +09:00
Matteo Bruni 14d3dbbb7b wined3d: Add shader limits for SM5.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-18 01:17:26 +09:00
Henri Verbeet e5719e9899 wined3d: Use a wined3d_string_buffer to dump the intermediate shader code.
Instead of abusing TRACE. There's probably still some room for improvement.
There may also be value in dumping things in a format that's compatible with
D3D shader assembly, but I don't think it's a priority.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-13 13:21:53 +09:00
Józef Kucia 1769ea38e6 wined3d: Add support for separate sRGB formats.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-09 00:37:25 +09:00
Józef Kucia 233dff7ca3 wined3d: Recognize SM4 sample_c opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-03 21:57:00 +09:00
Józef Kucia e379a17a0a wined3d: Recognize SM4 dcl_globalFlags opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:57 +09:00
Józef Kucia 3e64e1a564 wined3d: Recognize SM4 dcl_input_siv opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:57 +09:00
Józef Kucia f71bd60bcd wined3d: Recognize SM4 dcl_output_siv opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:57 +09:00
Józef Kucia d08f7276ad wined3d: Recognize SM4 dcl_input_sgv opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:57 +09:00
Józef Kucia 2001412546 wined3d: Recognize SM4 dcl_input_ps_siv opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:56 +09:00
Józef Kucia e02f6ebf91 wined3d: Recognize SM4 dcl_input_ps_sgv opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:56 +09:00
Józef Kucia 0de89fd1bf wined3d: Recognize SM4 dcl_input opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:56 +09:00
Józef Kucia 3013125240 wined3d: Recognize SM4 dcl_input_ps opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-02 21:47:56 +09:00
Józef Kucia 5bfa02efdb wined3d: Recognize SM4 dcl_sampler opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-01 23:18:22 +09:00
Józef Kucia 479051060f wined3d: Recognize SM4 dcl_output opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-01 23:18:19 +09:00
Józef Kucia c59f036e93 wined3d: Recognize SM4 dcl_immediateConstantBuffer.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-02-01 23:18:16 +09:00
Józef Kucia 29c1e1fc1c wined3d: Recognize SM4 icb register.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-29 23:40:37 +09:00
Józef Kucia 21b5fba696 wined3d: Recognize SM4 sample_b opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-29 00:42:25 +09:00
Józef Kucia 6ba0fee369 wined3d: Recognize SM4 sample_c_lz opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-29 00:42:25 +09:00
Józef Kucia dd4c1ccd9e wined3d: Recognize SM4 round_z opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-29 00:42:25 +09:00
Józef Kucia 3bad663d97 wined3d: Recognize SM4 round_pi opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-29 00:42:24 +09:00
Matteo Bruni 961215b8b8 wined3d: Improve wined3d_popcount() implementation.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-27 23:35:31 +09:00
Józef Kucia 764c87d531 wined3d: Recognize SM4 not opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-27 23:34:08 +09:00
Józef Kucia ee77e1789c wined3d: Recognize SM4 dcl_temps opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-26 22:32:41 +09:00
Józef Kucia c8ce952037 wined3d: Implement SM4 resinfo instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-19 00:10:57 +09:00
Józef Kucia e8a35314ab wined3d: Recognize SM4 resinfo opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-19 00:10:54 +09:00
Józef Kucia 17bd3ee7b4 wined3d: Recognize SM4 ineg opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:04:17 +09:00
Józef Kucia 3df7e0bbbe wined3d: Recognize SM4 ine opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:04:12 +09:00
Józef Kucia c005571238 wined3d: Recognize SM4 imad opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:04:07 +09:00
Józef Kucia 893619dfcd wined3d: Recognize SM4 ilt opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:04:02 +09:00
Józef Kucia 5b5efd552e wined3d: Recognize SM4 ftou opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-12 16:03:53 +09:00
Józef Kucia 5ca86ca4ee wined3d: Record texture accesses for SM4 ld instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-06 18:08:36 +01:00
Józef Kucia 8ac0526013 wined3d: Print opcode names instead of enum values.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-03 20:04:02 +01:00
Józef Kucia 1ef7eddfcb wined3d: Recognize SM4 imin opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-03 20:04:00 +01:00
Józef Kucia 05cf63b30f wined3d: Recognize SM4 imax opcode.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-01-03 20:03:57 +01:00
Matteo Bruni 0985606be4 wined3d: Flat shading emulation for core contexts.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-11-13 22:54:23 +09:00
Matteo Bruni f4d9f8c212 wined3d: Fully initialize partially written varyings in SM3 shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2015-10-13 22:23:59 +09:00
Matteo Bruni 08b21528ed wined3d: Avoid reading uninitialized texcoord varyings in pixel shaders.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:54 +09:00
Matteo Bruni 93db8e97da wined3d: Store supported varyings count in d3d_limits.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2015-10-07 21:28:53 +09:00
Andrey Gusev 3c8635c8d7 wined3d: TRACE fixes. 2015-10-01 00:00:46 +09:00
Andrey Gusev edbd841d34 wined3d: Fix TRACE in shader_dump_decl_usage(). 2015-09-15 20:05:14 +09:00
Henri Verbeet 2773b27bb1 wined3d: Use unsigned mask constants in shifts. 2015-08-26 23:53:22 +09:00
Matteo Bruni 30031f6da4 wined3d: Replace an open-coded implementation of LIST_FOR_EACH_ENTRY_SAFE. 2015-07-03 16:51:21 +09:00
Matteo Bruni 92fbe333d0 wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
Matteo Bruni e8cb3bdba5 wined3d: Always enable GL_PROGRAM_POINT_SIZE in the GLSL backend.
Core contexts don't support clamping the point size to GL_POINT_SIZE_MIN
/ GL_POINT_SIZE_MAX.  Incidentally this mostly fixes per-vertex point
sizes for vertex shader version 1 and 2.
2015-06-03 19:52:14 +09:00
Nikolay Sivov 5daf08f2cb wined3d: Remove unnecessary test for 0 (Coverity). 2015-06-02 20:53:43 +09:00
Matteo Bruni f7e0927622 wined3d: Don't use the same va_list multiple times in shader_vaddline(). 2015-04-30 20:07:17 +09:00
Henri Verbeet f09288cfc4 wined3d: Cleanup the sampler map in shader_cleanup() (Valgrind). 2015-04-28 15:34:12 +09:00
Henri Verbeet 4b86f13ade wined3d: Also free the input signature in shader_cleanup() (Valgrind). 2015-04-27 18:05:24 +09:00
Matteo Bruni 84ca0203bf wined3d: Introduce a scratch string buffers framework. 2015-04-27 15:07:03 +09:00
Matteo Bruni 54b4df6731 wined3d: Reduce initial wined3d_string_buffer buffer size to 32.
Also try to avoid unnecessary HeapReAlloc() + vsnprintf() loops when we
know the required size of the buffer.
2015-04-27 15:06:58 +09:00
Matteo Bruni 64463b81df wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
Also rename the shader_buffer_(clear|init|free) functions.
2015-04-27 15:06:55 +09:00
Henri Verbeet cfd280fd66 wined3d: Get rid of the tracing code in shader_vaddline(). 2015-04-24 14:29:39 +09:00
Stefan Dösinger 4fbaab2020 wined3d: Shadow format flags in wined3d_rendertarget_view. 2015-04-23 20:43:20 +09:00
Stefan Dösinger 9076612e2d wined3d: Shadow format flags in the resource. 2015-04-22 23:24:41 +09:00
Sebastian Lackner 14219b0c3b wined3d: Fix a typo in vertexshader_init.
Should fix the graphical corruptions recently introduced by
002713de6d.
2015-04-08 23:14:24 +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 f9fafb3686 wined3d: Use the "sysval_semantic" field instead of "semantic_name" to recognize SV_POSITION. 2015-03-24 17:41:09 +09:00
Henri Verbeet f3765e9f77 wined3d: Merge some common shader initialization code into shader_init(). 2015-03-23 22:59:10 +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 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
Matteo Bruni 1612dc4dc9 wined3d: Refuse pixel shaders declaring POSITION0 inputs. 2015-02-09 22:05:43 +09:00
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 3aa9fe6bef wined3d: Record the data type of shader resources. 2014-12-03 11:14:25 +01:00
Henri Verbeet f7e485dcf4 wined3d: Handle SM4 resource declarations. 2014-12-03 11:14:23 +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
Henri Verbeet 5ccda82acc wined3d: Validate register indices for WINED3DSIH_DCL instructions. 2014-12-03 11:14:14 +01:00
Henri Verbeet 55eb6c6922 wined3d: Assign the name to the correct signature in pixelshader_init(). 2014-12-01 11:00:21 +01:00
Henri Verbeet 8c18ebf66a wined3d: Recognize the SM4 uge opcode. 2014-11-17 19:30:37 +09:00
Henri Verbeet 875a7c5426 wined3d: Use the input signature to setup SM4 pixel shader input semantics. 2014-11-04 16:54:35 +09:00
Henri Verbeet 909c5cc6fa wined3d: Make a copy of shader signature string data. 2014-11-04 16:54:27 +09:00
Matteo Bruni 69c72c969f wined3d: ps_2_0 shaders don't support int or bool constants. 2014-10-16 21:23:33 +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 f24e62b303 wined3d: Fail to create shaders using more than the supported number of constants. 2014-10-14 14:00:11 +09:00
Henri Verbeet b005ad6f90 wined3d: Use rendertarget views for color output instead of surfaces. 2014-08-21 12:24:42 +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 0eebe0515f wined3d: Fix a couple of string declarations. 2014-05-02 13:45:10 +02:00
Henri Verbeet c228ffbaf0 wined3d: Unify shader binding points. 2013-10-10 10:44:53 +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
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 b5e0c5d052 wined3d: Get rid of some leftover comments referring to the GL lock. 2013-09-02 18:02:26 +02:00
Henri Verbeet 605136ab04 wined3d: Get rid of the SHADER_PGMSIZE constant. 2013-08-29 19:56:17 +02:00
Henri Verbeet 74faebd68d wined3d: Store the current GLSL program per-context. 2013-08-23 10:41:28 +02:00
Henri Verbeet 69e1100c0c wined3d: Handle NP2 fixup updates in shader_load_constants(). 2013-08-21 12:13:56 +02:00
Henri Verbeet 37d1e8b79c wined3d: Try to avoid redundant constant updates.
This gives a minor performance improvement. For example, in 3DMark03 Game Test
1 this gives about a 4% improvement, in the Counter Strike: Source stress test
it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
2013-08-16 11:55:24 +02:00
Henri Verbeet 8352d45da5 wined3d: Rename "fogmode" to "wined3d_ffp_ps_fog_mode".
This is mostly for consistency with wined3d_ffp_vs_fog_mode.
2013-05-30 10:57:15 +02:00
Stefan Dösinger 6fce4d4547 wined3d: Pass the state and private data to shader_select. 2013-05-14 18:37:08 +02:00
Stefan Dösinger 47f385adf0 wined3d: Add a separate function for disabling shaders. 2013-05-14 18:37:04 +02:00
Stefan Dösinger 036a62a245 wined3d: Explicitly pass the state to shader_load_constants. 2013-05-14 18:36:59 +02:00
Stefan Dösinger 768e8c098c wined3d: Move shader limits to wined3d_d3d_info. 2013-04-25 20:25:09 +02:00
Henri Verbeet 471991eb9a wined3d: Introduce a wined3d_vertex_pipe_ops structure. 2013-04-25 13:39:56 +02:00
Henri Verbeet c756496326 wined3d: Rename the device "strided_streams" field to "stream_info".
The "strided" in there is mostly historic, it hasn't really been accurate for
a while now.
2013-04-22 15:26:11 +02:00
Stefan Dösinger 76234750a5 wined3d: Don't hardcode the ps_1_3 sampler limit in find_ps_compile_args. 2013-04-15 17:46:00 +02:00
Stefan Dösinger 0680b1758d wined3d: Store ps 1.4 texture types in ps_compile_args. 2013-04-15 17:45:58 +02:00
Stefan Dösinger 667f4225b5 wined3d: Put local constants into the shader code again.
This is essentially a revert of cd7825c893,
with proper precision.
2013-04-09 16:33:25 +02:00
Ričardas Barkauskas cf12f51b15 wined3d: Make shader buffer dynamic. 2013-02-26 11:28:44 +01:00
Ričardas Barkauskas b5ff0a6983 wined3d: Rename bsize to content_size to reflect usage. 2013-02-26 11:27:39 +01:00
Michael Stefaniuc 50a9fb579c wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time. 2013-02-06 09:04:41 +01:00
Henri Verbeet 6f04922de0 wined3d: Support all fixups in shader_none_color_fixup_supported(). 2013-01-25 11:18:09 +01:00
Henri Verbeet c525cf381d wined3d: Move "vs_clipping" to the shader caps. 2013-01-21 12:51:22 +01:00
Henri Verbeet 0e0e3b76f5 wined3d: Move "ffp_proj_control" to the fragment caps. 2013-01-21 12:51:21 +01:00
Henri Verbeet e73aa3e83d wined3d: Get rid of vs_selected_mode / ps_selected_mode from struct wined3d_device.
These are only used by wined3d_shader_create_vs() /
wined3d_shader_create_ps(), but they're redundant there since the "none"
shader backend doesn't support any shader version.
2013-01-18 13:29:04 +01:00
Henri Verbeet 9a27b0ad71 wined3d: Add support for geometry shaders to the GLSL shader backend. 2012-11-15 12:19:36 +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 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 59bdd6ae97 wined3d: Recognise the SM4 "primID" register type. 2012-10-16 11:36:45 +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 fc185f9bae wined3d: Add support for SM4 relative addressing. 2012-10-12 13:21:39 +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 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
Francois Gouget ea61d59651 wined3d: Remove an unwanted trailing '\n' in shader_dump_register(). 2012-09-19 23:56:05 +02:00
Henri Verbeet fb989f1d1e wined3d: Implement version checks for geometry shaders. 2012-09-19 13:04:56 +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 0a17173bc2 wined3d: Introduce a union for declaration shader instruction arguments. 2012-09-17 12:28:20 +02:00
Henri Verbeet a7bad0bde5 wined3d: Just handle all instructions in the shader backend. 2012-09-14 15:43:28 +02:00
Henri Verbeet ac5c420c91 wined3d: Add type information to shader registers. 2012-09-05 11:47:59 +02:00
Henri Verbeet 42582ada00 wined3d: Read complete shader instructions at a time. 2012-09-05 11:47:55 +02:00
Matteo Bruni d37f8ea866 wined3d: Use BOOL instead of char in shader_load_constants(). 2012-08-21 11:45:55 +02:00
Matteo Bruni 152a09ce75 wined3d: Use GL_FRAMEBUFFER_SRGB when possible. 2012-08-15 12:15:42 +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 f69f2aa347 wined3d: SM1 texture projection always divides by w when there is a vertex shader set. 2012-01-24 11:55:47 +01:00
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 40e8d85426 wined3d: Simplify transform flag handling in find_ps_compile_args(). 2012-01-10 10:47:17 +01:00
Matteo Bruni 472fed41dd wined3d: Improve invalid TEXTURETRANSFORMFLAGS handling. 2011-12-28 18:55:15 +01:00
Henri Verbeet 6623a8cfa9 wined3d: Get rid of the WINED3DFOGMODE typedef. 2011-12-22 10:08:52 +01:00
Henri Verbeet 3082c1a9de wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef. 2011-12-20 10:11:47 +01:00
Matteo Bruni 68e0cd430f wined3d: Ignore invalid texture transform flags. 2011-12-13 14:00:24 +01:00
Henri Verbeet a8504f4f57 wined3d: Remove the special case for loop and rep in shader_get_registers_used().
SM4 loops don't have control parameters.
2011-11-23 09:13:33 +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 66cb4a8ca9 wined3d: Get rid of the WINED3DSHADER_PARAM_REGISTER_TYPE typedef. 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
Henri Verbeet b49e08aa8d wined3d: Get rid of the local_constant typedef. 2011-10-31 23:52:59 +01:00
Matteo Bruni 095a9a6893 wined3d: Refuse to create a shader unsupported by the backend. 2011-10-26 12:41:35 +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
Matteo Bruni 2a146448f4 wined3d: When creating a new shader, check shader type and version. 2011-09-26 17:57:48 +02:00
Henri Verbeet fcf4303e1a wined3d: Store a pointer to the framebuffer state in struct wined3d_state. 2011-07-14 14:11:07 +02:00
Henri Verbeet d67d7ebbcb wined3d: Make the shader parameter to shader_generate_main() const. 2011-07-12 11:35:12 +02:00
Henri Verbeet 48881c0792 wined3d: Make the shader parameter to vshader_get_input() const. 2011-07-12 11:35:08 +02:00
Henri Verbeet 019f6a8534 wined3d: Mask out writes to unused render targets.
Outputs not written by the pixel shader are undefined in GL, but in D3D the
render target is unmodified.
2011-05-25 11:49:23 +02:00
Henri Verbeet aba42d1fa5 wined3d: Introduce a separate structure for framebuffer state. 2011-05-19 10:07:57 +02:00
Stefan Dösinger 1133991e85 wined3d: Make two variables unsigned. 2011-05-18 16:41:42 +02:00
Henri Verbeet 0e0e5c3e38 wined3d: Get rid of the IWineD3DDevice typedefs. 2011-05-17 10:06:23 +02:00
Henri Verbeet 00a5f38595 wined3d: Remove object creation methods from the IWineD3DDevice interface. 2011-05-11 14:56:48 +02:00
Matteo Bruni 4f96f4f467 wined3d: Fix pow handling with special values in ARB backend. 2011-05-05 17:26:12 +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 c4b73c4550 wined3d: Get rid of the IWineD3DSurface typedefs. 2011-04-29 16:52:13 +02:00
Matteo Bruni db8d681a5b wined3d: Remove rcp special handling of 0 from the ARB shader backend. 2011-04-28 12:11:55 +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 45fd0d4e7a wined3d: Merge the IWineD3DBaseShader implementations. 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 4674b94d23 wined3d: Get rid of struct wined3d_geometryshader. 2011-03-30 12:18:14 +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 9ea2ee5f4e wined3d: Get rid of IWineD3DGeometryShader. 2011-03-30 12:17:56 +02:00
Henri Verbeet 49725ba583 wined3d: Get rid of IWineD3DVertexShader. 2011-03-30 12:17:51 +02:00
Henri Verbeet 57d70bfdda wined3d: Move IWineD3DVertexShader::SetLocalConstantsF() to IWineD3DBaseShader. 2011-03-29 12:34:59 +02:00
Henri Verbeet 0e22aea01e wined3d: Replace "pow2_matrix_identity" in wined3d_texture with a flag. 2011-03-29 12:34:49 +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 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 51f06dcf0c wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_get_registers_used(). 2010-12-15 11:55:16 +01:00
Henri Verbeet bbbab10c8e wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_cleanup(). 2010-12-13 16:24:27 +01:00
Henri Verbeet fe2ffe1e6a wined3d: Pass an IWineD3DBaseShaderImpl pointer to shader_destroy(). 2010-12-13 16:24:23 +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 6a646ac25d wined3d: shader_get_registers_used() is only called during shader initialization. 2010-12-03 11:04:39 +01:00
Henri Verbeet fe47ba8fa2 wined3d: Move the rel_offset vertex shader field to the ARB shader backend. 2010-12-03 11:04:28 +01:00
Henri Verbeet b72b037128 wined3d: Properly initialize min_rel_offset.
This somehow got lost in 14da44aa36.
2010-12-03 11:04:22 +01:00
Henri Verbeet 03d7f527cf wined3d: Move min_rel_offset / max_rel_offset to the shader_reg_maps structure. 2010-12-02 11:54:20 +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 efb185dcd5 wined3d: Rename the wined3d_format "Flags" field to "flags". 2010-11-12 15:43:08 +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 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 916167e93a wined3d: Recognize the SM4 resource register type. 2010-10-12 17:36:30 +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 0677a67c7b wined3d: Recognize the SM4 NULL register type. 2010-10-08 15:26:28 +02:00
Henri Verbeet 7c7205d90a wined3d: Allow multiple shader instruction destination arguments. 2010-10-08 15:26:19 +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 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 1ef4f075c1 wined3d: Introduce a separate structure for stateblock states.
We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
2010-09-15 10:33:14 -05:00
Henri Verbeet b68d257710 wined3d: Get rid of redundant comparisons against NULL / 0. 2010-09-14 09:43:33 -05:00
Henri Verbeet bc2db78c3a wined3d: Explicitly document some more consequences of GL locking policy.
The basic rule is that you can't call anything that takes the user32 / gdi32
lock while under the GL (winex11) lock. As a consequence, you can't call
anything like context_acquire() or context_destroy() either.
2010-09-03 11:05:10 +02:00
Henri Verbeet 6c4c351791 wined3d: Don't require wined3d object parents to be COM objects. 2010-09-01 14:01:02 +02:00
Henri Verbeet 3a7f08a56f wined3d: Rename wined3d_format_desc to wined3d_format. 2010-08-31 14:23:47 +02:00
Henri Verbeet 37c8632811 wined3d: Make some lookup tables const. 2010-08-04 13:24:24 +02:00
Henri Verbeet 2114a36936 wined3d: Unify vertex shader output handling between shader models. 2010-07-29 17:33:35 +02:00
Stefan Dösinger 068915a4f1 wined3d: Check the writemask before activating the oC0 optimization.
The comment above the code correctly mentions that this optimization
does not work if oC0 is written partially, but the code doesn't
actually check for this condition.
2010-07-22 10:22:46 +02:00
Stefan Dösinger 6b794cbd64 wined3d: Only perform sRGB write correction on formats that advertise it. 2010-07-22 10:22:26 +02:00
Stefan Dösinger b5da118531 wined3d: Catch RCP 0.0 in ARB. 2010-05-21 18:58:04 +02:00
Henri Verbeet 79145e215b wined3d: Add support for shadow samplers. 2010-05-17 13:19:53 +02:00
Henri Verbeet 0122cee51f wined3d: Make sure all fields of the shader backend caps are always initialized. 2010-05-03 13:50:57 +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
Henri Verbeet d373e14d53 wined3d: Add a FIXME for predicated shader instructions. 2010-04-08 12:26:10 +02:00
Henri Verbeet ba519be60f wined3d: Split TEXT shader comments into separate lines.
Based on a patch by Christian Costa.
2010-03-04 17:29:16 +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 de006dbcf9 wined3d: Escape shader comments. 2010-02-23 12:06:58 +01:00
Henri Verbeet eefb45f333 wined3d: Properly report shader comment sizes. 2010-02-23 12:06:54 +01:00