Henri Verbeet
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7a437c29f3
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wined3d: Merge a couple of shader type specific blocks in shader_generate_glsl_declarations().
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2012-10-22 11:44:20 +02:00 |
Henri Verbeet
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b96b4c63ee
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wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
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2012-10-22 11:44:02 +02:00 |
Henri Verbeet
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6beb7dc1a8
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wined3d: Merge most of the code for shader_glsl_cmp() and shader_glsl_cnd().
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2012-10-18 22:32:19 +02:00 |
Henri Verbeet
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b72ab48ed8
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wined3d: Implement WINED3DSIH_ROUND_NI in the GLSL shader backend.
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2012-10-18 22:32:14 +02:00 |
Henri Verbeet
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0c1dd7f7d1
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wined3d: Explicitly check the shader type in shader_glsl_load_constantsF().
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2012-10-18 22:32:09 +02:00 |
Henri Verbeet
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7365f9e6af
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wined3d: Explicitly check the shader type in shader_glsl_get_register_name().
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2012-10-18 22:32:03 +02:00 |
Henri Verbeet
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e31945b8aa
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wined3d: Implement WINED3DSIH_USHR in the GLSL shader backend.
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2012-10-18 19:20:12 +02:00 |
Henri Verbeet
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5ca5409b81
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wined3d: Implement WINED3DSIH_UDIV in the GLSL shader backend.
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2012-10-18 19:20:06 +02:00 |
Henri Verbeet
|
cc0b1bb03f
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wined3d: Explcitly check the shader type in shader_glsl_get_sample_function().
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2012-10-18 19:20:01 +02:00 |
Henri Verbeet
|
e832978adb
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wined3d: Explicitly check the shader type in shader_glsl_gen_sample_code().
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2012-10-18 19:19:54 +02:00 |
Henri Verbeet
|
6c3595fba8
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wined3d: Handle WINED3DSPR_PRIMID in the GLSL shader backend.
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2012-10-17 11:45:01 +02:00 |
Henri Verbeet
|
347dda068f
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wined3d: Explicitly check the shader type in shader_glsl_mov().
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2012-10-16 11:36:40 +02:00 |
Henri Verbeet
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82a44af259
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wined3d: Explicitly check the shader type in shader_glsl_texldl().
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2012-10-16 11:36:34 +02:00 |
Henri Verbeet
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5626e165ff
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wined3d: Introduce a structure for shader register indices.
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2012-10-15 13:31:07 +02:00 |
Henri Verbeet
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21361d5237
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wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.
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2012-10-15 13:31:06 +02:00 |
Henri Verbeet
|
2324ce6efb
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wined3d: Implement WINED3DSIH_IMUL in the GLSL shader backend.
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2012-10-12 13:21:33 +02:00 |
Henri Verbeet
|
ad1a1ee4fe
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wined3d: Implement WINED3DSIH_UTOF in the GLSL shader backend.
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2012-10-12 13:21:28 +02:00 |
Henri Verbeet
|
b7cd93240d
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wined3d: Implement WINED3DSIH_ITOF in the GLSL shader backend.
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2012-10-12 13:21:22 +02:00 |
Henri Verbeet
|
d48a0bc427
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wined3d: Implement WINED3DSIH_FTOI in the GLSL shader backend.
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2012-10-12 13:21:17 +02:00 |
Henri Verbeet
|
f8e1550ebb
|
wined3d: Implement WINED3DSIH_LT in the GLSL shader backend.
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2012-10-11 18:51:04 +02:00 |
Henri Verbeet
|
842f75ee75
|
wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
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2012-10-11 18:51:00 +02:00 |
Henri Verbeet
|
819e5fa623
|
wined3d: Implement WINED3DSIH_GE in the GLSL shader backend.
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2012-10-11 18:50:56 +02:00 |
Henri Verbeet
|
09f5f59229
|
wined3d: Implement WINED3DSIH_EQ in the GLSL shader backend.
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2012-10-11 18:50:53 +02:00 |
Henri Verbeet
|
4c4b224330
|
wined3d: Implement WINED3DSIH_XOR in the GLSL shader backend.
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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.
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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.
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2012-10-08 11:28:41 +02:00 |
Henri Verbeet
|
4d39cb56fc
|
wined3d: Handle WINED3DSPR_CONSTBUFFER registers in the GLSL shader backend.
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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 |