Commit Graph

604 Commits

Author SHA1 Message Date
Henri Verbeet ea2bb2a904 wined3d: Invalid NP2 fixup info is an internal error. 2010-07-28 12:22:52 +02:00
Henri Verbeet 0d25da0c0d wined3d: Properly take both input and output masks into account in handle_ps3_input(). 2010-07-28 12:22:50 +02:00
Henri Verbeet ce39714228 wined3d: Check for unread registers in a more logical way in handle_ps3_input().
~0U always >= (in_count + 2).
2010-07-28 12:22:40 +02:00
Francois Gouget 620087c545 wined3d: Remove spaces after '\n's. 2010-06-24 10:33:46 +02:00
Rico Schüller c223e73bbb wined3d: Improve fglrx glsl spam filter. 2010-06-15 19:58:30 +02:00
Henri Verbeet 6f57aabc0a wined3d: Handle a zero source value for WINED3DSIH_POW. 2010-05-27 14:46:43 +02:00
Henri Verbeet e8ac9bbd7f wined3d: Get rid of GLINFO_LOCATION. 2010-05-25 13:29:00 +02:00
Henri Verbeet 79145e215b wined3d: Add support for shadow samplers. 2010-05-17 13:19:53 +02:00
Henri Verbeet 49e076eabd wined3d: Separate context acquisition and state application. 2010-05-04 13:14:59 +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
Alexandre Julliard fdfabd53f1 wined3d: Avoid a compiler warning on old gcc. 2010-04-26 07:18:18 -05:00
Henri Verbeet 1c403e44b5 wined3d: Store the current render target as an IWineD3DSurfaceImpl pointer in the context. 2010-04-22 11:28:12 +02:00
Henri Verbeet c7a1848656 wined3d: Store render targets as IWineD3DSurfaceImpl pointers in the device. 2010-04-20 11:14:30 +02:00
Henri Verbeet 4cd69b8a09 wined3d: Simplify the generated GLSL for NRM. 2010-03-19 14:31:40 +01:00
Henri Verbeet 18ec2525a4 wined3d: Store the swapchain instead of the surface in the context. 2010-03-16 11:44:44 +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 576ea95803 wined3d: Remove the unused device type parameter from the shader backend's get_caps() function. 2010-02-04 13:39:27 +01:00
Henri Verbeet c43c2a2845 wined3d: Use the absolute source value in shader_glsl_rsq(). 2010-02-01 14:16:26 +01:00
Henri Verbeet adf4ca2e23 wined3d: Handle a zero source value for WINED3DSIH_RSQ. 2010-02-01 14:16:22 +01:00
Henri Verbeet ef82681d59 wined3d: Handle a zero source value for WINED3DSIH_RCP. 2010-02-01 14:16:18 +01:00
Henri Verbeet 4a8f93bade wined3d: Handle a zero source value for WINED3DSIH_LOG. 2010-02-01 14:16:15 +01:00
Henri Verbeet bef792f5ff wined3d: Handle zero-length vectors for WINED3DSIH_NRM.
Unfortunately there's no reliable way to generate infinity in GLSL, but a
sufficiently large value will probably do. The important part of the patch is
that we don't generate NaN, because that will keep propagating through the
entire shader.
2010-02-01 14:16:11 +01:00
Henri Verbeet 9f21f2c2f2 wined3d: Dump the GLSL shader source on link failure.
Mostly to help Mesa developers diagnose bug reports involving GLSL compile
failures, but it's convenient in general to have the source all in one place.
2010-01-29 13:30:06 +01:00
Henri Verbeet 705f96fa39 wined3d: Get rid of some unnecessary casts to specific shader types. 2010-01-26 12:08:13 +01:00
Henri Verbeet 3d112b6525 wined3d: Add support for EXT_gpu_shader4 provided sampling functions with explicit derivatives. 2010-01-25 12:58:59 +01:00
Henri Verbeet f71e84d89c wined3d: Store a pointer to the GL info in the shader context. 2010-01-25 12:58:52 +01:00
Henri Verbeet c78cce8845 wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Also kill the obsolete comment.
2010-01-25 12:58:48 +01:00
Henri Verbeet 5f4ff65fb4 wined3d: Use the GLSL round() function when available. 2010-01-25 12:58:43 +01:00
Henri Verbeet 46cefd312c wined3d: Recognize the SM4 cut opcode. 2010-01-07 09:26:54 +01:00
Henri Verbeet 3687677427 wined3d: Recognize the SM4 lt opcode. 2010-01-07 09:26:30 +01:00
Henri Verbeet 6d5aca61f3 wined3d: Recognize the SM4 iadd opcode. 2010-01-07 09:26:25 +01:00
Henri Verbeet 22939f9d29 wined3d: Recognize the SM4 emit opcode. 2010-01-07 09:26:20 +01:00
Henri Verbeet c57c76b78e wined3d: Recognize the SM4 ige opcode. 2010-01-07 09:26:08 +01:00
Henri Verbeet b548e387ae wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass. 2009-12-31 12:12:16 +01:00
Henri Verbeet b3defd4c80 wined3d: Rename "wineD3DDevice" to "device". 2009-12-10 11:54:47 +01:00
Stefan Dösinger 0e77a381ea wined3d: Create clip coords only if they are used.
If GL vertex shader clipping is supported (GLSL or NVvp), we currently
always calculate clipping results in the shader. They're gracefully
discarded by opengl, but we need 6 constants / uniforms to calculate
unused values.
2009-11-12 15:18:00 +01:00
Henri Verbeet 111307dfba wined3d: Get rid of the GL_SUPPORT macro. 2009-10-29 13:09:33 +01:00
Henri Verbeet 48e03bc189 wined3d: Introduce a separate structure for various OpenGL implementation limits. 2009-10-29 13:09:27 +01:00
Henri Verbeet eeb54b9922 wined3d: Keep better track of where we're using wined3d contexts.
The idea here is that we can restore the thread's current GL context on
context_release() if it doesn't correspond to the current wined3d context on
context_acquire().
2009-10-28 11:15:19 +01:00
Henri Verbeet 6be41fd59a wined3d: Get rid of GL_LIMITS. 2009-10-22 10:46:05 +02:00
Henri Verbeet 55047f811a wined3d: Fix some GLINFO_LOCATION abuse. 2009-10-22 10:45:57 +02:00
Henri Verbeet fa548414f9 wined3d: Free the shader buffer in shader_glsl_free() (Valgrind). 2009-10-21 16:05:57 +02:00
Stefan Dösinger 435646550b wined3d: Use GLSL constant limits in GLSL. 2009-10-20 14:46:13 +02:00
Stefan Dösinger 2d802af4d9 wined3d: Make shader specific constants accessible via GL_LIMITS. 2009-10-20 14:46:08 +02:00
Stefan Dösinger dc45657f2c wined3d: Fix vs_2_0 sgn.
vs_2_0's sgn has two extra parameters - temporary registers for the
instruction. This patch fixes the crash of the d3d9:visual test on windows and
properly handles the vs_2_0 version of sgn.
2009-10-02 12:36:59 +02:00
Henri Verbeet f88c6e5ce5 wined3d: Move common shader fields to IWineD3DBaseShaderClass. 2009-09-25 15:14:35 +02:00
Rico Schüller 8a890d399a wined3d: Fix shader spam. 2009-09-18 10:47:17 -05:00
Henri Verbeet ab8523931a wined3d: Only warn about using Lod sample functions in fragment shaders is ARB_shader_texture_lod isn't supported. 2009-09-01 14:05:51 +02:00
Henri Verbeet 560d63548d wined3d: Remove trailing spaces. 2009-08-27 11:45:37 +02:00
Henri Verbeet dc8b1bdc0f wined3d: Rename some GLSL instruction handlers.
The pshader_glsl_* names are a leftover from when we had separate code for
vertex and fragment shaders.
2009-08-19 14:45:23 +02:00
Henri Verbeet e205973915 wined3d: Remove the redundant vs_nv_version and ps_nv_version fields from struct wined3d_gl_info. 2009-08-13 11:45:36 +02:00
Henri Verbeet f7918b978f wined3d: Make the "luminanceparams" shader_reg_maps member a bitmap. 2009-08-12 13:22:50 +02:00
Henri Verbeet 95bb4c0486 wined3d: Make the "bumpmat" shader_reg_maps member a bitmap. 2009-08-12 13:22:44 +02:00
Henri Verbeet 3d718d6414 wined3d: Make the "labels" shader_reg_maps member a bitmap. 2009-08-12 13:22:37 +02:00
Henri Verbeet 270f57e755 wined3d: Make the "address" shader_reg_maps member a bitmap. 2009-08-12 13:22:30 +02:00
Henri Verbeet 6fa9fa15da wined3d: Make the "temporary" shader_reg_maps member a bitmap. 2009-08-11 12:36:20 +02:00
Henri Verbeet 50853e295b wined3d: Make the "texcoord" shader_reg_maps member a bitmap. 2009-08-11 12:36:16 +02:00
Henri Verbeet b2ace3b1ab wined3d: Correctly check for luminance bumpmap parameters in shader_generate_glsl_declarations(). 2009-08-11 12:35:49 +02:00
Francois Gouget e74efb5487 Assorted spelling fixes. 2009-08-11 12:35:38 +02:00
Henri Verbeet 8d746c31ba wined3d: Properly handle negative loop step in shader_glsl_loop(). 2009-08-10 13:52:37 +02:00
Henri Verbeet 3bf0ad4528 wined3d: Explicitly pass the context to the shader_select() handler. 2009-08-07 12:11:06 +02:00
Henri Verbeet 4c1b3de936 wined3d: Call the shader_load_np2fixup_constants() handler directly from inside the shader backend. 2009-08-06 17:26:30 +02:00
Henri Verbeet 03686cb6bd wined3d: Explicitly pass the context to the shader_load_constants() handlers. 2009-08-06 17:26:30 +02:00
Henri Verbeet a7251f0f4e wined3d: Track render_offscreen in the context.
This makes sure the relevant states in FindContext() are actually marked dirty
when needed.
2009-08-06 17:26:30 +02:00
Henri Verbeet ee4d18cc83 wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
Once we keep track of the wined3d context for each thread,
lastActiveRenderTarget won't do what we want here.
2009-07-21 14:22:44 +02:00
Stefan Dösinger cd7f43b00d wined3d: Don't activate a context unless we need one. 2009-07-20 12:23:07 +02:00
Henri Verbeet 43e6686a78 wined3d: Rename _WineD3D_GL_Info to struct wined3d_gl_info. 2009-07-17 11:22:07 +02:00
Henri Verbeet 38cb9d02b1 wined3d: Take geometry shaders into account in shader_glsl_load_constantsB(). 2009-07-10 12:13:29 +02:00
Henri Verbeet 60e0997c79 wined3d: Simplify the GLSL sRGB write code. 2009-07-10 12:13:03 +02:00
Henri Verbeet 9cf7888002 wined3d: Fix some cast-qual warnings. 2009-07-09 11:38:07 +02:00
Henri Verbeet 95d9b1271f wined3d: Get rid of the useless "fragcolor" variable in shader_glsl_generate_pshader(). 2009-07-09 11:38:05 +02:00
Henri Verbeet 483d552e21 wined3d: Allow shader_buffer_init() to fail. 2009-07-09 11:38:02 +02:00
Henri Verbeet 40b411958b wined3d: Rename "SHADER_BUFFER" to something sane. 2009-07-09 11:37:58 +02:00
Henri Verbeet bddc4d3f0d wined3d: Reuse the shader buffer between shaders. 2009-07-09 11:37:53 +02:00
Henri Verbeet e41831990d wined3d: Fix a sign compare warning in glsl_shader.c. 2009-07-08 20:14:35 +02:00
Henri Verbeet 949cd089d5 wined3d: Trace the D3D shader in find_glsl_vshader() / find_glsl_pshader().
It's quite useful to know to which D3D shader a GLSL shader corresponds.
2009-07-08 20:14:32 +02:00
Henri Verbeet 32fd8f2130 wined3d: checkGLcall() doesn't need a \n. 2009-07-07 11:50:22 +02:00
Henri Verbeet 2ac34bf231 wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
2009-07-07 11:50:05 +02:00
Henri Verbeet 40bc47901c wined3d: Use flags for driver quirks. 2009-07-01 11:41:44 +02:00
Stefan Dösinger d5e2c14225 wined3d: Add a NOP ret handler to GLSL. 2009-06-29 12:28:49 +02:00
Francois Gouget 5aac7fe783 wined3d: Add a trailing '\n' to a FIXME() trace. 2009-06-26 14:40:21 +02:00
Henri Verbeet 7363b6e2e3 wined3d: Document GL context dependencies. 2009-06-26 12:05:07 +02:00
Tobias Jakobi a9f912466b wined3d: Force NP2 fixup constant reloading in shader_glsl_select. 2009-06-25 14:34:13 +02:00
Tobias Jakobi ef7f769be6 wined3d: Enable constant packing for NP2 texcoord fixup.
Previously every texture that was flagged for NP2 fixup used a vec2
uniform in the shader to store texture dimensions.  Turns out that the
GLSL compilers just maps vec2 to vec4, so essentially wasting 2
floats. The new code only uses vec4 uniforms but packs dimensions info
of 2 textures into a single uniform.
2009-06-25 14:34:13 +02:00
Tobias Jakobi 7906774339 wined3d: Add ps_np2fixup_info structure. 2009-06-25 14:34:13 +02:00
Stefan Dösinger 95788401af wined3d: GLSL 1.20 includes gl_FragData[] syntax.
This means we don't have to enable ARB_draw_buffers explicitly.
2009-06-22 11:27:20 +02:00
Henri Verbeet 2c009e4d87 wined3d: Only initialize unused components of varyings that are read. 2009-06-17 12:13:07 +02:00
Stefan Dösinger 298bd3c50d wined3d: Store the bumpmap ARB constants in ARB structures. 2009-06-10 11:51:49 +02:00
Henri Verbeet fcf6a27a9b wined3d: Simplify some code in set_glsl_shader_program(). 2009-06-09 17:01:14 +02:00
Henri Verbeet a6dc31e442 wined3d: Avoid comparing shader compile args if the relevant shader isn't present. 2009-06-09 17:01:14 +02:00
Henri Verbeet daeb86d620 wined3d: Don't use the vertex/pixel shader when we're not supposed to.
This also avoids removing programs from lists they're not in in
delete_glsl_program_entry().
2009-06-05 14:43:25 +02:00
Henri Verbeet cae6a32b08 wined3d: Check the result from wine_rb_get() before using it in WINE_RB_ENTRY_VALUE. 2009-06-05 14:43:25 +02:00
Henri Verbeet 37bdcd6b9b wined3d: Free priv->stack in shader_glsl_free(). 2009-06-04 12:18:27 +02:00
Henri Verbeet ad6279de9f wined3d: Replace the wined3d hash table with the generic red-black tree. 2009-06-03 11:40:14 +02:00
Henri Verbeet 812ee5208c wined3d: Partially revert 7433eb76b5.
The write mask sizes for the input and output semantics can be different,
resulting in compilation failure.
2009-06-02 11:57:22 +02:00
Henri Verbeet 7433eb76b5 wined3d: Use the proper OUT swizzle in handle_ps3_input(). 2009-05-29 11:26:54 +02:00
Henri Verbeet d37472f27b wined3d: Add missing ActivateContext calls to shader_destroy() implementations. 2009-05-29 11:26:32 +02:00
Stefan Dösinger e492dd858e wined3d: Add a function around the handler table.
This reduces the number of methods in the shader backend(the instr
modifiers can be handled in that wrapper) and it will help flow
control emulation in the ARB backend.
2009-05-28 12:45:45 +02:00
Stefan Dösinger aad92c0780 wined3d: Manage vs_compile_args in the backends. 2009-05-28 12:45:32 +02:00
Stefan Dösinger 814dd42f25 wined3d: Manage ps_compiled_shader in the backends. 2009-05-28 12:45:21 +02:00
Stefan Dösinger 8763f6eac5 wined3d: Make find_gl_vshader backend specific. 2009-05-28 12:45:10 +02:00
Stefan Dösinger 732a9a15d5 wined3d: Remove the forward declaration added in the last patch. 2009-05-28 12:44:59 +02:00
Stefan Dösinger d0d681c81e wined3d: Make find_gl_pshader backend private. 2009-05-28 12:44:43 +02:00
Stefan Dösinger 5865d9c01b wined3d: Store the compile args in the compile context, not the shader. 2009-05-28 12:44:22 +02:00
Henri Verbeet 2ee0d47a49 wined3d: Use strings for shader input/output semantics. 2009-05-27 11:12:12 +02:00
Henri Verbeet e6efb797c3 wined3d: Make "packed_output" a bitmap. 2009-05-27 11:11:57 +02:00
Henri Verbeet 10fadadc54 wined3d: Use the "input_registers" bitmap for vertex shader attributes as well. 2009-05-27 11:11:53 +02:00
Henri Verbeet 664b17b9ee wined3d: Make "packed_input" a bitmap. 2009-05-27 11:11:48 +02:00
Henri Verbeet 2153b4d998 wined3d: Split the info log into separate lines. 2009-05-26 13:49:50 +02:00
Stefan Dösinger 7b1d48721d wined3d: Emulate the 4 component address register in ARB. 2009-05-20 10:55:17 +02:00
Stefan Dösinger 2cb8f42168 wined3d: Support clipplanes with GLSL.
This is the Nth attemt to make clipping work with GLSL shaders. The patch now
uses the GLSL quirk table to handle cards that need a custom varying for
gl_ClipPos, and the code is adapted to the changed state table and shader
backend system.
2009-05-18 13:59:16 +02:00
Henri Verbeet b35e469d9d wined3d: Document functions that depend on the caller to do GL locking. 2009-05-15 10:25:41 +02:00
Henri Verbeet 12c4af8dd8 wined3d: Add missing GL locking to delete_glsl_program_entry() calls. 2009-05-14 11:12:30 +02:00
Henri Verbeet b7ac22004f wined3d: Add missing GL locking to shader_backend_t.shader_select() calls. 2009-05-13 12:01:57 +02:00
Henri Verbeet 59689262e7 wined3d: Add missing GL locking to shader_backend_t.shader_free_private() implementations. 2009-05-13 12:01:48 +02:00
Henri Verbeet cad271f13d wined3d: Print the correct limit in a WARN(). 2009-05-12 11:18:08 +02:00
Stefan Dösinger 2fd485ae31 winedd: Move shader_*_add_instruction_modifiers into the shader backend. 2009-05-08 12:20:18 +02:00
Henri Verbeet 69cbb57bfd wined3d: Add support for immediate constants to the GLSL backend. 2009-05-08 12:13:49 +02:00
Henri Verbeet 96005c0fca wined3d: Pass a struct wined3d_shader_register to shader_is_scalar(). 2009-05-08 12:13:46 +02:00
Henri Verbeet 4a18697246 wined3d: Pass a struct wined3d_shader_register to shader_glsl_get_register_name(). 2009-05-08 12:13:40 +02:00
Henri Verbeet 448dc84b6e wined3d: Fix shader_glsl_get_register_name() indentation. 2009-05-08 12:13:33 +02:00
Henri Verbeet 5e473cb17f wined3d: Group register information into struct wined3d_shader_register. 2009-05-08 12:13:17 +02:00
Henri Verbeet 69861b8fed wined3d: Increase the size of glsl_src_param_t.param_str.
It constains the register name plus potential modifiers, so it should be
larger than reg_name instead of smaller.
2009-05-07 14:44:22 +02:00
Henri Verbeet 65622a052c wined3d: Create a struct wined3d_shader_version to store version information.
The version tokens in SM1-3 and SM4 are similar, but not the same.
2009-05-07 14:44:21 +02:00
Stefan Dösinger f5e24f7a85 wined3d: Implement texldd.
GL_ARB_shader_texture is supported on dx9 ATI cards(and probably dx10
ones too). For Nvidia cards I included a fallback to normal texld.
GL_EXT_gpu_shader4 supports similar texture*Grad GLSL functions, just
with an EXT prefix instead of ARB. For dx9 NV cards we'd have to use
GL_NV_fragment_program2, which supports a texldd equivalent on those
cards.
2009-05-05 14:12:52 +02:00
Henri Verbeet 2a5a6a3439 wined3d: Store the SM 1-3 opcode information tables in the SM 1-3 frontend. 2009-05-05 11:34:28 +02:00
Henri Verbeet 2378108eb9 wined3d: Create a frontend for parsing shaders. 2009-05-04 12:53:08 +02:00
Stefan Dösinger 10ad2e8e03 wined3d: Hardcode local loop control ints into the code in reps.
This helps the compiler to unroll the loop and dodges a crash on OSX. It is
similar to what we do in "loop aL, iX" already.
2009-04-29 13:35:54 +02:00
Henri Verbeet 8d4c90496f wined3d: Store the sampler type in struct shader_reg_maps.
Instead of the usage token.
2009-04-29 13:08:01 +02:00
Henri Verbeet b8b12d2dc2 wined3d: Mask set bool/int constants with bool/int constants read. 2009-04-28 13:10:02 +02:00
Henri Verbeet e001876163 wined3d: Create a separate function to record register usage. 2009-04-28 13:10:02 +02:00
Stefan Dösinger 7ab6c22f5a wined3d: Support the full amount of constants in GLSL.
This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
2009-04-27 13:24:00 +02:00
Henri Verbeet 35499d0c3c wined3d: Handle the opcode specific control shift in the frontend rather than the backend. 2009-04-24 11:52:28 +02:00
Henri Verbeet fec1fa93cf wined3d: Handle the swizzle shift in the frontend rather than the backend. 2009-04-22 13:14:14 +02:00
Henri Verbeet baf2f94b76 wined3d: Get rid of the WINED3DVS_* swizzle constants.
They're redundant.
2009-04-22 13:14:09 +02:00
Henri Verbeet 629801bccb wined3d: Get rid of the token field from struct wined3d_shader_src_param. 2009-04-22 13:14:03 +02:00
Henri Verbeet 88c80635c2 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_swizzle(). 2009-04-21 14:00:11 +02:00
Henri Verbeet 612c32ea08 wined3d: Add a separate function for converting swizzles to strings. 2009-04-21 14:00:06 +02:00
Henri Verbeet db5ab97125 wined3d: Store the source swizzle in struct wined3d_shader_src_param. 2009-04-21 14:00:02 +02:00
Henri Verbeet 7f58b906dd wined3d: Explicitly pass the source modifier to shader_glsl_gen_modifier(). 2009-04-21 13:57:04 +02:00
Francois Gouget 5ef481922f Assorted spelling fixes. 2009-04-20 15:25:26 +02:00
Henri Verbeet 48a096a638 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_add_src_param(). 2009-04-20 14:13:20 +02:00
Henri Verbeet c7660c57a0 wined3d: Pass a struct wined3d_shader_src_param to shader_glsl_get_register_name() for the relative addressing token. 2009-04-20 14:13:12 +02:00
Henri Verbeet 915b91757f wined3d: Store the destination relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:08 +02:00
Henri Verbeet 0663eb9323 wined3d: Store the source relative addressing token as a struct wined3d_shader_src_param. 2009-04-20 14:13:00 +02:00
Henri Verbeet d6ee7d59a8 wined3d: Create a relative addressing token for 1.x shaders in the frontend.
Rather than handling this in the backends. Note that the ARB backend always
assumes 1.x shaders.
2009-04-20 14:12:52 +02:00
Henri Verbeet 8ac4c98be2 wined3d: Store the source modifiers in struct wined3d_shader_src_param. 2009-04-15 15:57:35 -05:00
Henri Verbeet b6668b0296 wined3d: Store the register index in struct wined3d_shader_src_param. 2009-04-15 15:57:30 -05:00
Henri Verbeet 4de1dba2c5 wined3d: Store the register type in struct wined3d_shader_src_param. 2009-04-15 15:57:25 -05:00
Henri Verbeet ff62cab537 wined3d: Introduce struct wined3d_shader_src_param. 2009-04-15 15:57:19 -05:00