Stefan Dösinger
382fa588a9
wined3d: Handle color key dirtification in wined3d_cs_exec_set_texture.
2015-04-15 22:21:57 +09:00
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
be4c7a0a84
wined3d: Implement per stage constants in atifs.
2015-03-27 20:40:37 +09:00
Stefan Dösinger
3c2d0b983a
wined3d: Avoid constant collision in atifs.
2015-03-24 20:06:18 +09:00
Stefan Dösinger
239e8cad7c
wined3d: Add per-context private data for fragment pipelines.
2015-03-24 20:06:15 +09:00
Stefan Dösinger
1b0c063632
wined3d: Check for conversion changes in the atifs fragment pipeline.
...
Mapping colorop to pixelshader is necessary because misc_state_template
defines a pixel shader handler. We have to use the same representative
in all pipeline parts.
Wined3d_cs_exec_set_texture dirtifies the pixel shader state when the
fixup of a texture changes. Atifs no longer needs a pixel shader handler
on its own since vertex shader updates aren't delayed any more when the
pixel shader state is dirty.
2015-03-24 20:06:05 +09:00
Stefan Dösinger
92fee8c04f
wined3d: Improve color fixups in atifs shaders.
...
The abilities of this hardware is too limited to support generic sign /
swizzle fixups. A generic handler would consume 4 of the 8 available
color instruction slots and 2 alpha instruction slots.
The bump mapping handler code has its own way of handling the color
fixups. It merges the fixup into the perturbation calculation without
requiring extra shader instructions. In theory this is possible for the
majority of d3d texture ops as well, but I don't think this is worth the
effort. I expect that this code will only be used for the ddraw signed
format test in practice.
2015-03-24 20:05:46 +09:00
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
Henri Verbeet
62859daf0b
wined3d: Avoid looking up shaders for shader stages that didn't change.
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
Stefan Dösinger
6621b11ad1
wined3d: Don't pass the device to atifs_free_ffpshader.
2013-05-15 19:04:19 +02:00
Stefan Dösinger
76941eff00
wined3d: Move gl_info->limits.max_texture_stages to d3d_info.
2013-04-25 20:25:10 +02:00
Stefan Dösinger
f7580726b0
wined3d: Don't pass the device to gen_ffp_frag_op.
2013-04-25 20:25:08 +02:00
Michael Stefaniuc
50a9fb579c
wined3d: Remove ERR() on HeapAlloc failure for small sizes known at compile time.
2013-02-06 09:04:41 +01:00
Michael Stefaniuc
b28aff0dd7
wined3d: Use assignment instead of memcpy to copy structs.
2013-01-28 14:00:18 +01:00
Henri Verbeet
0e0e3b76f5
wined3d: Move "ffp_proj_control" to the fragment caps.
2013-01-21 12:51:21 +01:00
Henri Verbeet
78984cf46c
wined3d: Get rid of ENTER_GL / LEAVE_GL.
2012-12-11 12:03:39 +01:00
Stefan Dösinger
8e05ee6994
wined3d: Add GL_ALPHA to the atifs argument replicator debug function.
2012-12-05 12:48:11 +01:00
Stefan Dösinger
799ea13fb9
wined3d: Use sign fixup for the atifs bumpenv matrix.
2012-12-05 12:48:04 +01:00
Stefan Dösinger
33802da4f3
wined3d: Correctly count used stages in the atifs pipeline.
2012-12-05 12:47:39 +01:00
Henri Verbeet
d74cb4571b
wined3d: Simplify shader selection.
2012-11-05 11:30:32 +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
894d161891
wined3d: Call core GL functions through gl_info.gl_ops as well.
2012-07-25 20:10:08 +02:00
Henri Verbeet
af1ba676c8
wined3d: Pass a gl_info structure to fragment_pipeline.enable_extension().
2012-07-25 20:01:31 +02:00
Francois Gouget
19ba80e7c2
wined3d: We must include Wine's port.h before using NAN.
2012-06-01 17:41:52 +02:00
Henri Verbeet
b6431d9493
wined3d: Get rid of the WINED3DTEXTUREOP typedef.
2012-01-11 17:47:22 +01:00
Henri Verbeet
43fcbcb36e
wined3d: Get rid of the WINED3DTEXTURESTAGESTATETYPE typedef.
2012-01-10 10:47:27 +01:00
Henri Verbeet
3082c1a9de
wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef.
2011-12-20 10:11:47 +01:00
Andrew Talbot
819225d98b
wined3d: Mark some fall-throughs in switch statements.
2011-10-14 13:12:28 +02:00
Matteo Bruni
f47f9f7c74
wined3d: Store currently active texture in the wined3d context.
2011-08-25 11:31:55 +02:00
Henri Verbeet
b09b7e323c
wined3d: Store a pointer to the state table in the context.
2011-07-25 11:59:15 +02:00
Henri Verbeet
e4d2d78500
wined3d: Pass a wined3d_state pointer to state handlers.
...
Instead of an entire stateblock. This is mainly useful is we ever want to call
state handlers on state not stored in a stateblock.
2011-07-14 14:11:25 +02:00
Henri Verbeet
0df3db37ac
wined3d: Explicitly pass device and state to gen_ffp_frag_op().
2011-07-06 11:14:29 +02:00
Stefan Dösinger
dda91ac02a
wined3d: Call frag_pipe->enable_extension under the GL lock.
2011-05-26 16:41:14 +02:00
Henri Verbeet
0e0e5c3e38
wined3d: Get rid of the IWineD3DDevice typedefs.
2011-05-17 10:06:23 +02:00
Henri Verbeet
96d225d4dd
wined3d: Get rid of the IWineD3DStateBlockImpl typedef.
2011-01-31 12:25:05 +01:00
Henri Verbeet
a4477fea4a
wined3d: Pass an IWineD3DDeviceImpl pointer to free_private().
2010-12-02 11:54:15 +01:00
Henri Verbeet
6b9118e462
wined3d: Pass an IWineD3DDeviceImpl pointer to alloc_private().
2010-12-02 11:54:10 +01:00
Henri Verbeet
00550613e7
wined3d: Remove a redundant parameter to enable_extension().
2010-12-02 11:54:03 +01:00
Henri Verbeet
a7ded9a67d
wined3d: Pass a wined3d_state structure to use_ps().
2010-09-28 17:33:17 +02:00
Henri Verbeet
9224751a13
wined3d: Pass a wined3d_state structure to use_vs().
2010-09-28 17:33:17 +02:00
Henri Verbeet
23e286613f
wined3d: Directly pass the texture to texture_activate_dimensions().
2010-09-24 11:34:14 +02:00
Henri Verbeet
5b3c1a2082
wined3d: Move texture states to wined3d_state.
2010-09-16 10:12:17 -05:00
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
fa3a72c63a
wined3d: Add a handler for WINED3DRS_SRGBWRITEENABLE to the atifs fragment pipe.
2010-09-03 11:05:29 +02:00
Henri Verbeet
e8ac9bbd7f
wined3d: Get rid of GLINFO_LOCATION.
2010-05-25 13:29:00 +02:00
Henri Verbeet
11bda6e0ab
wined3d: Set the ati_fragment_shader.c GLINFO_LOCATION to *gl_info.
2010-05-25 13:27:58 +02:00
Henri Verbeet
d5b68e7640
wined3d: Make sure all fields of the fragment pipe caps are always initialized.
2010-05-03 13:50:45 +02:00