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
Stefan Dösinger
e178b7ec9a
wined3d: Don't use TXP for rectangle P8 textures.
...
This was probably taken from the YUV shaders, incorrectly and in reverse
logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
2015-02-04 23:15:03 +09:00
Matteo Bruni
993075cdb3
wined3d: Prefer the core glActiveTexture function.
2015-01-09 11:49:33 +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
7b5bf3d4d6
wined3d: Update fragment program constants when switching from arb ffp draws.
2014-11-28 17:05:12 +01:00
Henri Verbeet
8c18ebf66a
wined3d: Recognize the SM4 uge opcode.
2014-11-17 19:30:37 +09:00
Michael Stefaniuc
00c25959d1
wined3d: Remove no-op min() with magic number (PVS_Studio).
2014-10-30 12:00:31 +09:00
Matteo Bruni
e789fadd56
wined3d: Don't replicate shader limits values for each shader.
2014-10-16 21:23:26 +09:00
Henri Verbeet
710694d9ca
wined3d: Track format conversion per-texture.
2014-10-08 13:13:37 +02:00
Henri Verbeet
4f2110b0ce
wined3d: Never pass a surface to wined3d_resource_is_offscreen().
2014-09-19 10:49:27 +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
3a160432f8
wined3d: Pass a texture instead of a surface to upload_palette().
2014-08-21 12:24:16 +02:00
Henri Verbeet
ec87407e7c
wined3d: Keep a reference to the frontbuffer texture instead of the surface in the swapchain.
2014-08-20 13:29:52 +02:00
Henri Verbeet
415b803720
wined3d: Use the texture draw binding instead of the surface draw binding.
2014-08-20 13:29:50 +02:00
Henri Verbeet
aa7016054a
wined3d: Move the "swapchain" field from struct wined3d_surface to struct wined3d_texture.
2014-08-20 13:29:47 +02:00
Henri Verbeet
f753ff90be
wined3d: Replace surface_is_offscreen() with wined3d_resource_is_offscreen().
...
Introducing rendertarget views will (eventually) allow rendering to 3D
textures and buffers.
2014-08-19 14:49:39 +02:00
Henri Verbeet
5ef8e97414
wined3d: Move the "draw_binding" field from struct wined3d_surface to struct wined3d_resource.
2014-08-04 14:23:52 +02:00
Henri Verbeet
8b8af4bee0
wined3d: Make wined3d_arbfp_blit_rb_functions static.
2014-07-14 19:26:19 +02:00
Stefan Dösinger
9d49b7a9be
wined3d: Set palettes on the swapchain.
2014-06-30 22:04:53 +02:00
Stefan Dösinger
3909215773
wined3d: Remove d3dfmt_p8_init_palette.
2014-06-11 16:14:38 +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
Stefan Dösinger
bfb5be0f4b
wined3d: Remove WINED3D_CT_PALETTED_CK.
...
There's no difference between WINED3D_CT_PALETTED_CK and
WINED3D_CT_PALETTED with the palette index in the alpha channel.
2014-05-14 13:29:58 +02:00
Henri Verbeet
0eebe0515f
wined3d: Fix a couple of string declarations.
2014-05-02 13:45:10 +02:00
Stefan Dösinger
f3488d0fea
wined3d: Translate shader model 2.0+ EXPP to EX2.
2014-03-27 18:57:50 +01:00
Stefan Dösinger
9ccaacf60d
wined3d: Translate LOGP to LG2 in the ARB shader backend.
2014-03-27 18:57:46 +01:00
Stefan Dösinger
c2541a5887
wined3d: Handle RCP in shader_hw_scalar_op.
2014-03-27 18:57:40 +01:00
Stefan Dösinger
5114507f19
wined3d: Handle LOG and LOGP in shader_hw_scalar_op.
2014-03-27 18:57:37 +01:00
Stefan Dösinger
f20173e51b
wined3d: Select the component by editing the swizzle.
2014-03-27 18:57:33 +01:00
Henri Verbeet
a05dcd911e
wined3d: Handle shader_arb_free_context_data() during context creation.
2014-03-11 19:39:38 +01:00
Martin Storsjo
1275525789
wined3d: Use an rbtree for storing shaders for texture format conversion/blitting.
2014-02-17 20:16:30 +01:00
Martin Storsjo
171529106b
wined3d: Add support for NV12 textures.
2014-02-17 20:16:29 +01:00
Martin Storsjo
fd21351947
wined3d: Fix the YV12 illustration.
2014-02-12 19:15:30 +01:00
Martin Storsjo
963c26b36f
wined3d: Fix clamping in reading rectangular YV12 textures.
...
The lower bound for chroma components is size.y + 1/2, not
size.y - 1/2.
2014-02-11 19:20:08 +01:00
Stefan Dösinger
b81e560531
wined3d: Migrate surfaces to the new location flags.
2014-01-17 18:10:10 +01:00
Stefan Dösinger
beb64c9998
wined3d: Separate surface locations and flags.
2014-01-17 18:10:08 +01:00
Jonathan Liu
91c5cf33ad
wined3d: Avoid wined3d_ftoa buffer overflow.
2014-01-14 12:31:37 +01:00
Stefan Dösinger
bffd536213
wined3d: GL_NV_vertex_program2_option supports relative offsets > 63.
...
The ARR codepath used if ctx->target_version >= NV2 does not account for
the correction offset, but the indirect addressing reads do, which
ultimately results in incorrect offsets. Since the limitation goes away
as soon as we enable GL_NV_vertex_program_2_option ignoring the offset
is the best thing to do. I don't set shader_data->rel_offset to zero in
the pre-compilation analysis because enablding NV_vertex_program2 is in
theory a decision that is taken later during code generation.
2014-01-09 17:39:55 +01:00
Henri Verbeet
4710c4b51a
wined3d: Store color keys in textures instead of in surfaces.
2014-01-09 15:50:39 +01:00
Frédéric Delanoy
cc6f9c36cd
wined3d: Use BOOL type where appropriate.
2013-12-12 19:21:36 +01:00
Frédéric Delanoy
5ba7f79bad
Assorted spelling fixes.
2013-12-03 19:41:53 +01:00
Henri Verbeet
f6b5dc246a
wined3d: Get rid of the WINED3DSRGB enum.
2013-11-22 11:37:29 +01:00
Henri Verbeet
7427b72250
wined3d: Get rid of surface_internal_preload().
2013-11-22 11:37:24 +01:00
Henri Verbeet
e64b19387b
wined3d: Surfaces always have a container in arbfp_blit_set().
2013-11-20 11:28:20 +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
Henri Verbeet
8644b62726
wined3d: Move lowest_disabled_stage to the context.
2013-10-07 14:44:35 +02:00
Stefan Dösinger
723e518312
wined3d: Don't invert blits from offscreen surfaces.
2013-10-01 17:32:16 +02:00